Base Class: Warlock
Pact with the raw power
At the edge of oblivion there exists a realm. It houses the first city to be ever built and just beneath it slumber ancient elemental forces. Elemental creatures born out of raw power of creation were the first lords of the universe, yet, most of them were scattered, subjugated or transmuted into something else. Barely any ancient elementals are left anywhere throughout the universe. But, the lone realm hidden in the dark still holds some sparks of creation within it. This realm has no name, however, those who know about it often refer to it as the Voidlands.
People who seek power beyond their own capabilities often make deals with various creatures of upper or lower planes: angels, gods, devils or demons. Very few mortals manage to form a pact with an elemental entity, mostly because in the current universe elemental entities do not care much about mortal life. However, one place houses elemental powers who do seek deals with the mortals - the Voidlands. From time to time a minor elemental is send out from the Voidlands to offer a deal to a mortal: offer of power in exchange for representation of ancient elemental forces.
Unlike most other entities, elementals tend to be truly neutral in the way that they do not pursue self interest and do not comprehend value, at least when it comes to raw elementals. Of course, there are various almost humanoid elemental creatures who are nothing like their wild brethren, however, that doesn't apply to elemental powers locked away within the Voidlands. Spending uncountable amount of years in the dark these elementals had more than enough time to ponder about their own existence and to study the nature of mortal life. So, unlike most other greater powers who offer contracts to mortals, elementals of the Voidlands do not seek to trade souls. Rather, they seek companionship and representation... and more than anything they seek freedom. Warlocks who choose to form the pact with elemental forces of the Voidlands are the living keys meant to unlock the prison and unleash the ancient elemental forces back into the material world.
Expanded Spell List
Contract with the Voidlands 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.
Fiend Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
(to be added manually)
Elemental Void
Starting at 1st level, at the end of a long rest you can conjure an elemental ally for yourself. You choose what type of elemental you conjure, however, its challenge rating cannot be higher than (your Warlocks level / 4). This elemental ally is loyal to you. In combat its turn comes right after yours and it follows your mental commands (no action is required).
The elemental ally will remain active until its hit points is reduced to 0, until you are killed, or until you conjure a new elemental ally via this feature.
When taking a long rest, instead of conjuring a new elemental ally, you can fully heal your current elemental ally.
Ancient Void Knowledge
Starting at 6th level, you gain bonus to your Wisdom Ability Checks equal to your Charisma modifier.
Moreover, you can make Wisdom (animal handling) checks against elemental creatures, and you gain advantage on all of your Skill Checks done against elemental creatures.
Void Elements
From 10th level, when you or your elemental ally conjured via Elemental Void feature is about to take acid, cold, fire, lightning, poison or thunder damage, you can use your reaction to reduce damage taken by 2d6. You must be able to see your elemental ally to use this feature on it.
The damage reduction die is increase by 1d6 when you reach 18th level.
Lost Element of the Void
From 14th level you gain the ability to temporary banish another creature into heart of the Voidlands. As an action you can force another creature you can see to make a Charisma Saving Throw against your Spell Save DC. On failure, the targeted creature is banished into a strange dimension for 1 minute. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied, and the they take 10d6 psychic damage.
Once you use this feature you will not be able to use it again until you finish a long rest.
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