Base Class: Warlock
You have made a pact with a powerful elemental, such as a genie, associated with air, earth, fire, and water. Which element you use depends on your feeling, similar to your patron.
Feelings of Power
You discover your feelings are connected to how you use your magic. These feelings correspond to the following: Angry - Fire Sad - Water Happy - Earth Scared - Air You cannot control how you feel in these situations and if unsure, ask your dm how you should be feeling.
Elemental Conduit
At 1st level, depending on your feeling and element, you gain these buffs:
Air’s Agility. Your base walking speed increases by 15 feet, and you can take the Disengage action as a bonus action.
Earth’s Might. You count as one size larger for the purpose of determining your carrying capacity and the amount you can lift, drag, or push. You have advantage on Strength (Athletics) checks to grapple a creature or escape a grapple, and you can move a creature one size smaller than you with no penalty to your speed.
Fire’s Destruction. When you cast a spell that deals fire damage, you can add your proficiency bonus to one fire damage roll of that spell against one of its targets.
Water’s Empathy. You have advantage on Wisdom (Insight) checks made to determine if a creature is lying. When you roll dice to restore hit points with a spell cast by you, you can re-roll one of those dice and use the higher of the two results.
Empedocles's Grace
At 6th level, depending on your surroundings, you gain resistance to Fire, Cold, Acid, or Lightning.
If you're in water you gain resistance to Cold Damage.
If you're in caves/underdarks you gain resistance to Acid Damage.
If you're near volcanos or lava you gain resistance to Fire Damage.
If you're flying and outdoors you gain resistance to Lightning Damage.
Elemental Friendship
At 10th level, no elemental of any type (except archomental) is hostile towards you unless you attack them. If a elemental attacks you, they have disadvantage on the first attack.
Fifth Element
At 14th level, if you are in a possible TPK (Team Player Kill) situation, you can enter total concentration causing any spells that require concentration unavailable temporarily and makes you deal twice the damage you did in an attack and your HP doubles.
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