Base Class: Warlock
Your patron is the primordial force of nature, the base elements that make up the very planes of existence. Binding yourself to this patron is the bind yourself to the land its self, you are one with the seas and sky, you are mighty flames and unmoving stone. Your patron may manifest as an Unyielding Phoenix, a Mighty Zaratan, a Terrifying Elder Tempest or an Unknowable Leviathan.
Being bound to this patron could alter the way you view the world, you could become part of the endless cycle, those are born, they feed, they live, they die and they are reborn from the land or you could become a raging fire, a burning paragon to lead people to a bright future, you could become like a cool breeze a force for peace come to temper the fury and wrath of the war like. However you change you are bound to the elements and in act there will.
Expanded Spell List
The Elemental Titan 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.
Elemental Titan Expanded Spells
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2 |
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3 |
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4 |
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5 |
Force of Nature
Starting at 1st level your body begins to change, your skin becomes harder and rough, your eyes begin to glow and you start to move through the battlefield with fluidity, When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Nexus
Starting at 6th level, You can take on the form of one of the four elements, gaining unique abilities or bonuses, the can only be done if you are not wearing Armor. This form lasts until you are killed, or knocked unconscious. You can change your form after a long rest.
Earthen form - You gain Advantage on Strength and Constitution saves.
Aquan form - You can alter the shape of your body to move through gaps and holes down to 2 inches big, in addition you gain advantage on Dexterity saves.
Flame form - You emit a Bright light 30ft out from you and a dim light for a further 30ft. While in 10ft of you allies have advantage on Saves against being frightened.
Lightning form - You can add you Cha modifier to your initiative roll, in addition you can move an increased 10ft.
Elemental Juncture
Starting at 10th level, After a long rest you can take on new forms replacing the original four elements, you can only take on a form if you are wearing no Armor. If you fall unconscious or die then your form fails.
Steam form: You gain the benefits of both Aquan and Flame form, in addition you gain a resistance to Bludgeoning, piercing and Slashing damage from non magical weapons.
Mud form: You gain the benefits of both Aquan and Earthen form, in addition you can earth glide for 10ft and are immune to the petrify and charm conditions.
Storm form: You gain the benefits of both Aquan and Lightning form, in addition you can make a melee attack as a bonus action, this extra attack deals 4d4 extra lightning damage to all creatures within 10ft of your target.
Magma form: You gain the benefits of both the Flame and Earthen form, in addition you can cast Eldritch blast as a melee range spell, when a creature starts its turn in 10ft of you they take fire damage equal to your Cha Mod (Min 1).
Solar from: You gain the benefits of both the Flame and Lightning form, in addition you can use you action to blind and deafen creatures in a 30ft sphere from you, they make a con save against your DC.
Glass form: You gain the benefits of both the Lightning and Earthen form, in addition you can use your reaction to attempt to reflect a ranged spell attack aimed at you, make a Cha check of 10 + the spells level, on success the spell affects its caster as if cast by you, on fail you take the highest possible roll for the spell.
Storms, Earth and Fire heed my call
Starting at 14th level, Once per long rest you can activate 1 of these effects:
- Phoenix: If you are reduced to 0 Hit points and not killed outright you return to life with 1 Hit point, all creatures within 20ft of you must make a Dex save against your DC or take 6d8 fire damage.
- Elder Tempest: As an action transform into a bolt of lighting and travel up to 120ft in a straight line, 5ft wide, to a point you can see, all creatures in that line must make a Dex save against your DC or take 10d6 lightning damage or half on a success.
-Zaratan: As an action you stomp the ground with immense force, all creatures 20ft from you on the ground must make a Str save against your DC or be knocked prone. Those knocked prone take 8d8 Thunder damage.
-Leviathan: As an action you can cast Control weather without expanding a spell slot, you can do this once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/23/2019 10:47:15 AM
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446
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11
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5e
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Coming Soon
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