Warlock
Base Class: Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Expanded Spell List

The Elemental 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.

1st. Hunter's Mark, Entangle

2nd. Dust Devil, Maximilian’s Earthen Grasp

3rd. Erupting Earth, Meld into Stone

4th. Conjure Minor Elementals, Stone Shape

5th. Conjure Elemental, Transmute Rock

 

Earthborn

Your patron has marked with jewels dotting your body. You gain a burrowing speed equal to your walking speed and you can burrow through solid rock as if it were difficult terrain.

Earth Shape

Your patron bestows upon you the ability to transform yourself into a earth elemental, as though you cast polymorph. This effect lasts for one hour, unless you are on the elemental plane of earth, where you can use it indefinitely. After the duration, revert back to your true self and you cant do so again until you finish a long rest.

Earthen Body

Your patron has gifted you a stiff and stature pose. Your walking speed decreases by 5 feet and your burrowing speed doubles. You are immune to being moved from effects. You are resistant to acid and poison damage, resistance to the poisoned condition and immunity to the petrified and prone conditions.

 

Earthquake

You have can use your action to shake a 15 by 15 circle. Any creature within the radius falls prone at the start of it's turn for for 1d6 rounds. Once you use this feature 3 times, you cannot do so again until the next dawn.

Pact Of The Earth Elemental Image