Base Class: Warlock
Your patron is a deity of weather, climates, and the elements therein. Previously the Life Eater had total control over the entire spectrum of temperatures, precipitation, and storms, but after the introduction of societies and civilizations, the Life Eater had pollution forced upon it. Acidity started flowing through the streams, the land, and the clouds. It cared only about returning the world to what it once was, but then it tasted life essence. Sweet, sweet life essence. Now the Life Eater spends much of its time offering meager control over one of the elements in exchange for more life essence.
Hit Die Pool
You have learned to harness your own life essence to power certain features and abilities. Your life essence is represented by your Warlock hit dice and your hit point maximum at any given time. You have a number of Warlock hit dice equal to your class level and you can recover a number of them equal to one half your class level when you finish a long rest.
Elemental Aptitude
You choose the element your patron bestows upon you or determine it randomly, using the Elemental Aptitude table. You cannot change your choice after making it.
|
d4 |
Element |
|
1 |
Acid |
|
2 |
Cold |
|
3 |
Fire |
|
4 |
Lightning |
Acid
Your element is Acid.
Cold
Your element is Cold.
Fire
Your element is Fire.
Lightning
Your element is Lightning.
Expanded Spell List
The Polluted Tempest lets you choose from an expanded list of spells when you learn a warlock spell. The Polluted Tempest Expanded Spells table shows the elemental spells that are added to the warlock spell list for you, along with the spells associated in the table with your element: acid, cold, fire, or lightning.
| Spell Level | Polluted Tempest Spells | Acid Spells | Cold Spells | Fire Spells | Lightning Spells |
|---|---|---|---|---|---|
| 1st | absorb elements | tasha's caustic brew | armor of agathys | hellish rebuke | witch bolt |
| 2nd | essence drain | acid arrow | rime's binding ice | scorching ray | shatter |
| 3rd | essence dono | hunger of hadar | spirit shroud | fireball | call lightning |
| 4th | elemental bane | vitriolic sphere | ice storm | wall of fire | storm sphere |
| 5th | maelstrom | cloudkill | cone of cold | immolation | destructive wave |
Transmute Essence
Your patron transmutes your life essence into the element you chose and you learn how to use your element to aid your movement. The power you learn is determined by your element: Melt (acid), Freeze (cold), Jetpack (fire), or Godspeed (lightning).
Melt. You can apply acid to a solid surface to melt through it, potentially creating a passage. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to cover a 5 square foot area with acid. You melt through 1 foot of solid matter for each hit die you expend.
Freeze. You can compact the ambient moisture in the air to create structures and objects of ice. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to create a structure or object out of ice for 1 minute. The structure or object you create can fill up to a 5-foot cube for each Warlock hit die you expend.
Alternatively, you can choose to freeze the surface of water to create a bridge or walkway that is 5 feet wide and 1 foot deep. You can make the bridge or walkway 10 feet long for each Warlock hit die you expend.
Jetpack. You can propel yourself into and through the air by forming a jet stream of fire from your hands or feet. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to fly for 1 minute. Your fly speed is a number of feet equal to 10 + 10 times the number of Warlock hit dice expended. If you already have a fly speed, you increase your fly speed by this amount.
Godspeed. You can boost the electricity in your nervous system, speeding up your muscles and tendons. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to increase your movement speed for 1 minute. Your movement speed increases by 10 feet for each Warlock hit die you expend.
Freeze (cold)
You can compact the ambient moisture in the air to create structures and objects of ice. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to create a structure or object out of ice for 1 minute. The structure or object you create can fill up to a 5-foot cube for each Warlock hit die you expend.
Alternatively, you can choose to freeze the surface of water to create a bridge or walkway that is 5 feet wide and 1 foot deep. You can make the bridge or walkway 10 feet long for each Warlock hit die you expend.
Godspeed (lightning)
You can boost the electricity in your nervous system, speeding up your muscles and tendons. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to increase your movement speed for 1 minute. Your movement speed increases by 10 feet for each Warlock hit die you expend.
Jetpack (fire)
You can propel yourself into and through the air by forming a jet stream of fire from your hands or feet. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to fly for 1 minute. Your fly speed is a number of feet equal to 10 + 10 times the number of Warlock hit dice expended. If you already have a fly speed, you increase your fly speed by this amount.
Melt (acid)
You can apply acid to a solid surface to melt through it, potentially creating a passage. As an action, you can expend a number of Warlock hit dice up to your proficiency bonus (minimum of 1) to cover a 5 square foot area with acid. You melt through 1 foot of solid matter for each hit die you expend.
Elemental Combat
Your inherent connection to your chosen element improves. You gain resistance to the damage type corresponding to your element.
Additionally, as an action, you can expend 2 Warlock hit dice to release bursts of your elemental energy during combat. For the next minute, whenever you hit a creature with an attack roll, you deal an extra 1d6 of damage to the target. The damage type corresponds to your element.
Elemental Combat (acid)
Your inherent connection to your chosen element improves. You gain resistance to the damage type corresponding to your element.
Additionally, as an action, you can expend 2 Warlock hit dice to release bursts of your elemental energy during combat. For the next minute, whenever you hit a creature with an attack roll, you deal an extra 1d6 of damage to the target. The damage type corresponds to your element.
Elemental Combat (cold)
Your inherent connection to your chosen element improves. You gain resistance to the damage type corresponding to your element.
Additionally, as an action, you can expend 2 Warlock hit dice to release bursts of your elemental energy during combat. For the next minute, whenever you hit a creature with an attack roll, you deal an extra 1d6 of damage to the target. The damage type corresponds to your element.
Elemental Combat (fire)
Your inherent connection to your chosen element improves. You gain resistance to the damage type corresponding to your element.
Additionally, as an action, you can expend 2 Warlock hit dice to release bursts of your elemental energy during combat. For the next minute, whenever you hit a creature with an attack roll, you deal an extra 1d6 of damage to the target. The damage type corresponds to your element.
Elemental Combat (lightning)
Your inherent connection to your chosen element improves. You gain resistance to the damage type corresponding to your element.
Additionally, as an action, you can expend 2 Warlock hit dice to release bursts of your elemental energy during combat. For the next minute, whenever you hit a creature with an attack roll, you deal an extra 1d6 of damage to the target. The damage type corresponds to your element.
Elemental Instinct
Your control over your element grows and the speed at which you can call it forth to aid you in combat becomes instinctual. The way you use your element is determined by your element: Acid Shd (acid), Cold Feet (cold), Flashbang (fire), or Quick Twitch (lightning).
Acid Shed. You have learned how to coat your entire body in a thin film of acid that allows you to slip out of tight spaces. As a reaction when you are grappled or physically restrained, you can expend 2 Warlock hit dice to slip out of the bind. Any creature making physical contact with you when you activate this ability must succeed on a Constitution saving throw or take 2d6 acid damage.
Cold Feet. You can send pure cold into the ground to freeze enemies in their tracks. As a reaction when an enemy creature moves within 10 feet of you, you can expend 2 Warlock hit dice and freeze it in place. The creature is restrained until the start of your next turn. It must succeed on a Constitution saving throw or have its movement speed reduced by 10 feet for 1 minute.
Flashbang. You can cause a quick blast of fire from your hand in the face of a would be attacker. As a reaction when a creature within 5 feet of you targets you with a melee attack, you can expend 2 Warlock hit dice to impose disadvantage on the attack. The creature must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Quick Twitch. You can send a surge of electricity through your nervous system to increase your reaction speed to avoid an attack. As a reaction when a creature within 5 feet of you targets you with a melee attack, you can expend and roll 1 Warlock hit die to increase your AC until the start of your next turn. Your AC increases by the number rolled. The attacking creature must succeed on a Constitution save or be stunned until the start of your next turn.
Acid Shed (acid)
You have learned how to coat your entire body in a thin film of acid that allows you to slip out of tight spaces. As a reaction when you are grappled or physically restrained, you can expend 2 Warlock hit dice to slip out of the bind. Any creature making physical contact with you when you activate this ability must succeed on a Constitution saving throw or take 2d6 acid damage.
Cold Feet (cold)
You can send pure cold into the ground to freeze enemies in their tracks. As a reaction when an enemy creature moves within 10 feet of you, you can expend 2 Warlock hit dice and freeze it in place. The creature is restrained until the start of your next turn. It must succeed on a Constitution saving throw or have its movement speed reduced by 10 feet for 1 minute.
Flashbang (fire)
You can cause a quick blast of fire from your hand in the face of a would be attacker. As a reaction when a creature within 5 feet of you targets you with a melee attack, you can expend 2 Warlock hit dice to impose disadvantage on the attack. The creature must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Quick Twitch (lightning)
You can send a surge of electricity through your nervous system to increase your reaction speed to avoid an attack. As a reaction when a creature within 5 feet of you targets you with a melee attack, you can expend and roll 1 Warlock hit die to increase your AC until the start of your next turn. Your AC increases by the number rolled. The attacking creature must succeed on a Constitution save or be stunned until the start of your next turn.
Elemental Permeation
You have reached the pinnacle of elemental control, and can saturate the environment with your element. As an action, you can expend 4 Warlock hit dice to permeate the environment around you with your element for 1 minute. The permeation radiates 30 feet in every direction from you for the duration. The effects of the permeation are determined by your element: Acid Rain (acid), Blizzard (cold), Blast Furnace (fire), Electromagnetism (lightning).
The effects end early if you are incapacitated, reduced to 0 hit points, fall unconscious, or if you use a bonus action to end them.
Acid Rain. Your acid evaporates and forms into storm clouds that then pour down relentlessly. For the duration, the acid rain grants you the following benefits:
- The area is lightly obscured and any open flames are extinguished.
- Any creature that moves into the acid rain storm for the first time or starts its turn there takes 1d10 acid damage.
- Any creature with worn armor that ends its turn must reduce its AC by -1 until the creature spends time to repair it. If the AC granted by the armor is reduced to 0, the armor is destroyed and the creature no longer receives a penalty for ending its turn in the rain.
- Any creature with natural armor that ends its turn in the radius must succeed on a Constitution saving throw or have its AC reduced by -1. A creature’s AC can be reduced to 10 + its Dexterity modifier, unless it has a base AC granted by some other means such as a spell or other magical effect, or a class feature such as a Barbarian’s Unarmored Defense feature.
Creatures with resistance or immunity to acid damage automatically succeed on the saving throw.
Blizzard. You form a thick, winter storm that whips around you, obstructing vision and making passage difficult. For the duration, the blizzard grants you the following benefits:
- The area is lightly obscured to any creature inside the radius, and it is heavily obscured to any creature outside of it.
- Ranged weapon attack rolls made or targeting a creature inside the radius are made at disadvantage.
- Any flying creatures in the radius must land at the end of its turn or fall.
- Any creature that moves into the blizzard for the first time or starts its turn there takes 1d10 cold damage.
- Any creature that ends its turn in the blizzard must succeed on a Constitution saving throw or have its movement reduced by 10 feet. The reduction in movement can stack until a creature has a movement speed of 0. A creature regains 10 feet of movement for each turn it ends outside the radius of the blizzard.
Creatures with resistance or immunity to cold damage, and creatures that are naturally adapted to cold climates automatically succeed on the saving throw.
Blast Furnace. You raise the ambient temperature in the immediate area to unbearable levels. For the duration, the furnace grants you the following benefits:
- All open water fully in the furance’s radius evaporates.
- Any creature that moves into the furnace for the first time or starts its turn there takes 1d10 fire damage. Any creature making physical contact with a metal object takes an additional 2d8 fire damage and must succeed on a Constitution saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on attack rolls and ability checks until it ends a turn outside the radius.
- Any creature that ends its turn in the furnace must succeed on a Constitution saving throw or gain 1 level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing have disadvantage on the saving throw.
Creatures with resistance or immunity to fire damage, and creatures naturally adapted to hot climates automatically succeed on the saving throw.
Electromagnetism. You cause static electricity to flow through the air, magnetizing all metal objects in the area. Any creature that ends its turn within the radius must succeed on a Constitution saving throw or be unable to use reactions until it ends a turn outside the radius.
A creature wearing metal armor has disadvantage on the saving throw. Creatures with resistance or immunity to lightning damage automatically succeed on the saving throw.
When you use this feature, or as an action for the duration, you can choose one of the following effects on metal objects within the radius: Repel, Attract, Terra Pull, or Manipulate.
Repel. You force all metal objects near you to be flung away from you. For the duration, or until you use an action to choose a different effect, the following rules apply:
- Any metal object within the radius that is not being worn or carried is immediately flung out of the radius by the shortest distance as if under the effects of the Catapult spell.
- Any creature wearing or holding a metal object must make a Strength saving throw. After a failed save, if the metal object is held, it is flung out of the creature’s possession. If the metal object is worn and cannot be easily removed, the creature is flung out of the radius as well.
- Any ranged attack rolls made with metal weapons or ammunition automatically fail as the weapons and ammunition are repelled to the edge of the radius.
- A creature wearing or holding a metal object that attempts to enter the radius for the first time must succeed on an Athletics (Strength) check contested against your Life Essence ability DC or it is unable to enter the radius.
- A creature within the radius that is holding or wearing a metal object must expend 3 feet of movement for every 1 foot it travels towards you, and 1 foot of movement for every 3 feet traveled away from you.
Attract. You force all metal objects near you to be pulled toward you. For the duration, or until you use an action to choose a different effect, the following rules apply:
- Any metal object within the radius that is not being worn or carried is immediately flung toward you by the shortest distance as if under the effects of the Catapult spell.
- Any creature wearing or holding a metal object must make a Strength saving throw. After a failed save, if the metal object is held, it is flung out of the creature’s possession. If the metal object is worn and cannot be easily removed, the creature is flung toward you as well.
- Any metal objects flung toward you stop just short before hitting you.
- You can catch one object that is flung toward you as long as you have an open hand and the object is able to be held.
- Any ranged attack rolls made with metal weapons or ammunition automatically fail as the weapons and ammunition are stopped just before hitting you.
- A creature within the radius that is holding or wearing a metal object must expend 3 feet of movement for every 1 foot it travels away from you, and 1 foot of movement for every 3 feet traveled toward you.
Terra Pull. You magnetize the ground within the radius, causing it to attract all metal objects down towards it. For the duration, or until you use an action to choose a different effect, the following rules apply:
- Any metal objects that are not being worn or carried immediately fall to the ground as if under the effects of the Catapult spell if they are not on the ground already.
- Any creature holding a metal object must succeed on a Strength saving throw or drop it if it can. A creature that does not drop a metal object has disadvantage on attack rolls and ability checks until it exits the radius.
- Any creature wearing a metal object, such as armor, must succeed on a Strength saving throw or be knocked prone. It must succeed on an Athletics (Strength) check contested against your Life Essence ability save DC on its turn in order to stand up.
- Any ranged attack rolls made with metal weapons or ammunition automatically fail as the weapons and ammunition are pulled down to the ground.
- A creature that attempts to lift a metal object from the ground for the first time on each of its turns must succeed on an Athletics (Strength) check contested against your Life Essence ability save DC to do so.
- Any creature wearing a metal object must expend 2 feet of movement for every 1 foot traveled within the radius.
Manipulate. You can choose to exert a higher level of control over one metal object within the radius. Choose a metal object within the radius to manipulate as if casting the Catapult or Telekinesis spell.
If you manipulate the metal armor of a creature, while it is restrained by your electromagnetism, you can use a bonus action to crush the metal armor around the creature. When you do so, the target takes bludgeoning damage equal to 2d6 + your Charisma modifier.
Acid Rain (acid)
You have reached the pinnacle of elemental control, and can saturate the environment with your element. As an action, you can expend 4 Warlock hit dice to permeate the environment around you with your element for 1 minute. The permeation radiates 30 feet in every direction from you for the duration. The effects of the permeation are determined by your element: Acid Rain (acid), Blizzard (cold), Blast Furnace (fire), Electromagnetism (lightning).
The effects end early if you are incapacitated, reduced to 0 hit points, fall unconscious, or if you use a bonus action to end them.
Acid Rain. Your acid evaporates and forms into storm clouds that then pour down relentlessly. For the duration, the acid rain grants you the following benefits:
- The area is lightly obscured and any open flames are extinguished.
- Any creature that moves into the acid rain storm for the first time or starts its turn there takes 1d10 acid damage.
- Any creature with worn armor that ends its turn must reduce its AC by -1 until the creature spends time to repair it. If the AC granted by the armor is reduced to 0, the armor is destroyed and the creature no longer receives a penalty for ending its turn in the rain.
- Any creature with natural armor that ends its turn in the radius must succeed on a Constitution saving throw or have its AC reduced by -1. A creature’s AC can be reduced to 10 + its Dexterity modifier, unless it has a base AC granted by some other means such as a spell or other magical effect, or a class feature such as a Barbarian’s Unarmored Defense feature.
Creatures with resistance or immunity to acid damage automatically succeed on the saving throw.
Blast Furnace (fire)
You have reached the pinnacle of elemental control, and can saturate the environment with your element. As an action, you can expend 4 Warlock hit dice to permeate the environment around you with your element for 1 minute. The permeation radiates 30 feet in every direction from you for the duration. The effects of the permeation are determined by your element: Acid Rain (acid), Blizzard (cold), Blast Furnace (fire), Electromagnetism (lightning).
The effects end early if you are incapacitated, reduced to 0 hit points, fall unconscious, or if you use a bonus action to end them.
Blast Furnace. You raise the ambient temperature in the immediate area to unbearable levels. For the duration, the furnace grants you the following benefits:
- All open water fully in the furance’s radius evaporates.
- Any creature that moves into the furnace for the first time or starts its turn there takes 1d10 fire damage. Any creature making physical contact with a metal object takes an additional 2d8 fire damage and must succeed on a Constitution saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on attack rolls and ability checks until it ends a turn outside the radius.
- Any creature that ends its turn in the furnace must succeed on a Constitution saving throw or gain 1 level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing have disadvantage on the saving throw.
Creatures with resistance or immunity to fire damage, and creatures naturally adapted to hot climates automatically succeed on the saving throw.
Blizzard (cold)
You have reached the pinnacle of elemental control, and can saturate the environment with your element. As an action, you can expend 4 Warlock hit dice to permeate the environment around you with your element for 1 minute. The permeation radiates 30 feet in every direction from you for the duration. The effects of the permeation are determined by your element: Acid Rain (acid), Blizzard (cold), Blast Furnace (fire), Electromagnetism (lightning).
The effects end early if you are incapacitated, reduced to 0 hit points, fall unconscious, or if you use a bonus action to end them.
Blizzard. You form a thick, winter storm that whips around you, obstructing vision and making passage difficult. For the duration, the blizzard grants you the following benefits:
- The area is lightly obscured to any creature inside the radius, and it is heavily obscured to any creature outside of it.
- Ranged weapon attack rolls made or targeting a creature inside the radius are made at disadvantage.
- Any flying creatures in the radius must land at the end of its turn or fall.
- Any creature that moves into the blizzard for the first time or starts its turn there takes 1d10 cold damage.
- Any creature that ends its turn in the blizzard must succeed on a Constitution saving throw or have its movement reduced by 10 feet. The reduction in movement can stack until a creature has a movement speed of 0. A creature regains 10 feet of movement for each turn it ends outside the radius of the blizzard.
Creatures with resistance or immunity to cold damage, and creatures that are naturally adapted to cold climates automatically succeed on the saving throw.
Electromagnetism (lightning)
You have reached the pinnacle of elemental control, and can saturate the environment with your element. As an action, you can expend 4 Warlock hit dice to permeate the environment around you with your element for 1 minute. The permeation radiates 30 feet in every direction from you for the duration. The effects of the permeation are determined by your element: Acid Rain (acid), Blizzard (cold), Blast Furnace (fire), Electromagnetism (lightning).
The effects end early if you are incapacitated, reduced to 0 hit points, fall unconscious, or if you use a bonus action to end them.
Electromagnetism. You cause static electricity to flow through the air, magnetizing all metal objects in the area. Any creature that ends its turn within the radius must succeed on a Constitution saving throw or be unable to use reactions until it ends a turn outside the radius.
A creature wearing metal armor has disadvantage on the saving throw. Creatures with resistance or immunity to lightning damage automatically succeed on the saving throw.
When you use this feature, or as an action for the duration, you can choose one of the following effects on metal objects within the radius: Repel, Attract, Terra Pull, or Manipulate.
Repel. You force all metal objects near you to be flung away from you. For the duration, or until you use an action to choose a different effect, the following rules apply:
- Any metal object within the radius that is not being worn or carried is immediately flung out of the radius by the shortest distance as if under the effects of the Catapult spell.
- Any creature wearing or holding a metal object must make a Strength saving throw. After a failed save, if the metal object is held, it is flung out of the creature’s possession. If the metal object is worn and cannot be easily removed, the creature is flung out of the radius as well.
- Any ranged attack rolls made with metal weapons or ammunition automatically fail as the weapons and ammunition are repelled to the edge of the radius.
- A creature wearing or holding a metal object that attempts to enter the radius for the first time must succeed on an Athletics (Strength) check contested against your Life Essence ability DC or it is unable to enter the radius.
- A creature within the radius that is holding or wearing a metal object must expend 3 feet of movement for every 1 foot it travels towards you, and 1 foot of movement for every 3 feet traveled away from you.
Attract. You force all metal objects near you to be pulled toward you. For the duration, or until you use an action to choose a different effect, the following rules apply:
- Any metal object within the radius that is not being worn or carried is immediately flung toward you by the shortest distance as if under the effects of the Catapult spell.
- Any creature wearing or holding a metal object must make a Strength saving throw. After a failed save, if the metal object is held, it is flung out of the creature’s possession. If the metal object is worn and cannot be easily removed, the creature is flung toward you as well.
- Any metal objects flung toward you stop just short before hitting you.
- You can catch one object that is flung toward you as long as you have an open hand and the object is able to be held.
- Any ranged attack rolls made with metal weapons or ammunition automatically fail as the weapons and ammunition are stopped just before hitting you.
- A creature within the radius that is holding or wearing a metal object must expend 3 feet of movement for every 1 foot it travels away from you, and 1 foot of movement for every 3 feet traveled toward you.
Terra Pull. You magnetize the ground within the radius, causing it to attract all metal objects down towards it. For the duration, or until you use an action to choose a different effect, the following rules apply:
- Any metal objects that are not being worn or carried immediately fall to the ground as if under the effects of the Catapult spell if they are not on the ground already.
- Any creature holding a metal object must succeed on a Strength saving throw or drop it if it can. A creature that does not drop a metal object has disadvantage on attack rolls and ability checks until it exits the radius.
- Any creature wearing a metal object, such as armor, must succeed on a Strength saving throw or be knocked prone. It must succeed on an Athletics (Strength) check contested against your Life Essence ability save DC on its turn in order to stand up.
- Any ranged attack rolls made with metal weapons or ammunition automatically fail as the weapons and ammunition are pulled down to the ground.
- A creature that attempts to lift a metal object from the ground for the first time on each of its turns must succeed on an Athletics (Strength) check contested against your Life Essence ability save DC to do so.
- Any creature wearing a metal object must expend 2 feet of movement for every 1 foot traveled within the radius.
Manipulate. You can choose to exert a higher level of control over one metal object within the radius. Choose a metal object within the radius to manipulate as if casting the Catapult or Telekinesis spell.
If you manipulate the metal armor of a creature, while it is restrained by your electromagnetism, you can use a bonus action to crush the metal armor around the creature. When you do so, the target takes bludgeoning damage equal to 2d6 + your Charisma modifier.
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Posted May 7, 2024Your Essence Dono Spell is not marked for Warlocks and is not showing up because of that.