Base Class: Warlock
You made a pact with an entity that slumbers somewhere deep in the wilderness, or even in the Spirit World, a mighty kraken, uwabami, ziz, or amarok, a living storm from ages long past. You serve as this creature’s eyes and ears, watching the world beyond its domain and reporting your findings. Is it merely using you to learn about mortal life, or does it want you to wake it from its sleep and wipe away civilization? Perhaps you were born into a generational cult that venerates the beast and its servants. Or you might have been stranded and on the brink of death when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the wilderness and its unknown reaches call to you.
Will of the Storm
As a bonus action, you create a medium spectral cyclone at a point you can see within 60 feet of you. The cyclone lasts for 1 minute or until you use this feature to create another cyclone.
When you create the cyclone, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 lightning, fire, thunder, or cold damage(based on your patron), and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the cyclone up to 30 feet and repeat the attack.
You can summon the cyclone a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Gale
You gain resistance to the damage type associated with your patron, lightning for the kraken, fire for the uwabami, thunder for the ziz, and cold for the amarock.
Primal Soul
At 6th level, your patron accepts you into its inner court of servitors. You can understand the speech of any beast, elemental, or monstrosity associated with your patrons environment, and it can understand yours.
The environments belonging to the titans are as follows: underwater and coastal for the kraken, desert and volcanic for the uwabami, sky and mountains for the ziz, and tundra and arctic for the amarok.
Guardian storm
Your Will of the Storm can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the cyclone, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the cyclone increases to 2d8.
Devouring Maelstrom
Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, or until you end it with a bonus action, a translucent whirlwind manifests in a 10-foot radius centered on that point. Each creature in that area when the whirlwind appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the whirlwind’s area takes 3d6 lightning, fire, thunder, or cold damage (based on your patron). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. When you create the whirlwind, if there is a creature in the whirlwind’s area, you gain temporary hit points equal to your warlock level.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Unleash the Tempest
Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its primordial grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest.
Transport. You and up to six willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral storm clouds and yanked through your patron’s realm. The clouds teleport you and the chosen creatures to a point of your choice within 1 mile that you have previously visited, each of you appearing in an unoccupied space within 30 feet of the others. The storm clouds then vanish.
Fury. You can direct a barrage of spectral winds to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 lightning, fire, thunder, or cold damage (based on your patron) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.
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