Base Class: Warlock
There are a lot of powerful forces out there that can grant you a lot of power for a simple deal. Some people go to demons, others to angels, some to weird forces with tentacles. You went to an elemental force. Something that controls water, wind, earth, or fire and now you possess similar powers. You could have formed a contract with one of the elemental princes, a genie, or maybe an ancient spirit.
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.
Elemental Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | create or destroy water, ice knife |
| 2nd | snilloc's snowball swarm, moonbeam |
| 3rd | wall of water, water breathing |
| 4th | control water, watery sphere |
| 5th | cone of cold, conjure elemental |
Aquatic Cantrips
At 1st level, you learn the shape water and ray of frost cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Elementally Attuned
Starting at 6th level, your link to the Water Element allows you to serve as a conduit for cold energy. You have resistance to cold damage, and when you cast a spell that deals cold damage, you can add your Charisma modifier to one cold damage roll of that spell against one of its targets.
Turn the Tide
Starting at 10th level, you gain the ability to turn an attempted attack back onto the attacker. When a creatures within 30 ft of you makes an attack roll against you, you may use your reaction to make a contestant spell attack roll against them. If your spell attack rolls beats their attack roll you succesfully send the attack against them. They take the damage you would of (using their modifier bonus to damage and such) plus an addional 1d10 cold damage as the icy waters hits them.
Once you use this ability you cannot do so again until you finish a short or long rest.
Water Form
Starting at 14th level, you cant into a watery from of yourself. While in this form you have access to all your normal class and race features. You can enter a hostile creature's space and stop there as well as move through a space as narrow as 1 inch wide without squeezing. If you end your movement in a creatures space you can take a whelm action. They must make a STR ST against your spell save DC or take 2d8 + {{modifier:cha}} bludegoning damage and be restrained. If it is your size or smaller they are also grappled. To escape they grapple they must make a grapple check against your spell save DC. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space. This form lasts for one hour.
Once you use this feature, you can’t use it again until you finish a long rest.