Warlock
Base Class: Warlock

Not necessarily demonic in nature, these otherworldly beings’ soul purpose is to seek and correct any elemental imbalance.

You could have sought for incredible knowledge and influence over the elements. More likely however, you were sucked into their personal plane through unfortunate circumstances. However you came into contact with this being, you made a bargain with them in turn trading your freedom. You must help them carry out their instinctive desire for balance, or return to their plane where you’re connection to your original world is but a series of incomprehensible nightmares.

Elemental Potential

Every being to some extent has a stronger connection to one of the five main elements than it does to another. At 1st level, your patron allows you to unlock your elemental potential, and in turn you choose one of five associated cantrips. Choose from control flames (fire), gust (air), mold earth (earth), shape water (water), and guidance (spirit).

 
Air

You gain the gust cantrip.

 

Earth

You gain the mold earth cantrip.

 

Fire

You gain the control flames cantrip.

 

Spirit

You gain the guidance cantrip.

 

Water

You gain the shape water cantrip.

 

Expanded Spell List

The Restoring Demon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Restoring Demon Expanded Spells
Spell Level Spells

1st

earth tremor, create or destroy water

2nd

gust of wind, scorching ray

3rd

call lightning, sleet storm

4th

conjure minor elementals, arcane eye

5th

conjure elemental, dominate person

Elemental pursuit

Starting at 6th level, you gain the favored enemy ability (from the ranger class) against elementals. You have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. You also learn and understand Primordial.

Magical Sensitivity

Starting at level 10, you can cast detect magic at will, without expending a spell slot.

Planar Recall

Starting at 14th level, you can now willingly jump between your present plane to your patron’s plane and back. This manifests as a large tornado that swirls around you (or your target) and whisks you up into the sky. Once per long rest, you can use an action to choose to do one of the following:

Retreat: You temporarily transport yourself to your patron's plane. You can remain there for up to 1 hour, and use your time spent there to prepare/cast spells. Alternatively, you can choose a willing ally to be transported, where they will remain unharmed until a time of your choosing. NOTE, only you can choose when your ally returns, unless your ally has an inter-planar travel spell they can use on themselves (e.g. banishment).

Contain: You choose an object to transport to your plane, where it stays safe. This time you choose to bring the item back whenever you like, and it does not count against your one use per long rest.

Banish: You choose any creature you can see to temporarily banish them to your patron's plane. The creature returns after the end of your next turn, and takes 1d6 per warlock level of a damage type of your choosing (with the exception of radiant and necrotic damage). NOTE you can split the dice between multiple damage types (example, the target takes 5d6 fire, 3d6 bludgeoning and 6d6 thunder).

Save: If you are unconscious and making death saving throws, you can utter a single phrase for your patron to whisk you away to their plane. You automatically stabilize upon doing so, and regain 4d4 hit points. However, due to your patron's overbearing nature, you do not determine when you return to your original plane. Instead, your DM decides, either intentionally or randomized, when and where in your plane you return.

 

General note, time passes in this plane at the same rate as the plane you just leapt from. 

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