Warlock
Base Class: Warlock

Elemental Patrons exist in many shapes, forms and elements. the most known are, earth, wind, water and fire. when some of these elementals meet they clash and bring forth new life or destructions. Such as Magma a creation of planes of fire and earth meeting and effecting those around. 

The patrons of Magma is the elemental plane of fire and earth coming togetther. A follower of the Greater planer elementals often do it willingly sacrifcing them parts of them self. Often tasked to do a job, to integrated in the societies that the elemntal would have problems doing without creating greater hassel. 

A follow of Magma often embodied traits of fire and rock in their spells and physical bodies. Hard skin, firery hair, limbs glowing and flowing with real magma.

Often Elemental patrons gives cores working inside of the follower, churning or empowering the user.

(feel welcome to give feedback on the abilities and such)

Expanded Spell List

1st lvl: Absorb Elemets, Magnify Gravity

2nd lvl: Heat metal, Scorching Ray

3rd lvl: Melf´s Minute Meteors, Meld Into Stone

4th lvl: Conjure Minor Elementals, Wall of Fire

5th lvl: Conjure Elementals, Wall of Stone

Elemental body

At 1 lvl you are granted an elemental core that turns, moves inside of you, it changes and alternates your body. Your body is mixing with stone and fire, your skin becomes glowing and hot to the touch. and you gain the following benefits and abilities:

Your AC becomes 13+CON. While not bearing armor (you can still get bonus from shields)

You can speak, read, and write primordial (if split up into four you get the Ignnan and Terran)

resistant to fire.

Hard to grasp. As a bonus action, you heat your body and area to a decree of melting. your movement becomes 0. you gain adv on any athletic and grappling checks, aswell as being restrained. you cannot become proned. This effect can be ended by using another bonus action, action or being unconscious.

While "Hard to grasp" is active all spell attacks that does fire damage and melee attacks you make gain additional 1d4fire damage.

this damage increases over time. At 5 it becomes 2d4 11 3d4 17 4d4.

 

Flowing lava

Staring at 6 lvl you can as an action activate and/or stop your “hard to grasp” and charge. You don’t provoke opportunity attacks this move.

If you moved more than 10´ft in straight line, make a melee spell attack doing, 2d8fire damage, doing siege damage to nonliving objects and buildings

You can use this feature equal to your proficiency bonus pr. long rest. regaining one use on a short rest.

Erupting heat

Starting at 10 lvl When damaged as a reaction any enemies within 15´ft most make dex save against your spell dc or take 4d6fire damage half on a succesful save.

You gain 4d6temp hit points.

You can do so once per short rest, twice at lvl 15

One with Nature

Starting at 14 lvl you can polymoprh into an elemental (Cr 10 or lower elemental) for 1 hour, you keep your mental stats (Int, Wis, Cha),  While you are an elemental you can cast spells of 5 lvl or lower, and keep your abilities from attuned items and other sources, if your new body allowes it. You can end this effect early as a free action.

Once you use this feature, you can’t use it again until you finish a long rest.

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