Warlock
Base Class: Warlock

By delving into the mysteries of nature and mastering the manipulation of primal energies, Wardens harness the power of the elements to become formidable warriors and potent spellcasters.

Primal Combat

1st-level  Warden of the Elements 

You are armed with the primal knowledge of physical combat. You gain the following proficiencies:

  • Proficiency in medium armor
  • Proficiency in martial weapons

Expanded Spell List

1st-level Warden of the Elements feature

The Warden of the Elements lets you choose from an expanded list of spells when you learn a warlock spell. If you feel an elemental themed spell would better fit, talk to your Dungeon Master about using that spell!

WArlock LEVEL SPELLS
2nd thunderwave, longstrider
3rd shatter, enhance ability
5th call lightning, lightning bolt
7th fire shield, ice storm
9th cone of cold, conjure elemental

Primal Infusion

1st-level Warden of the Elements feature

At the start of a day, you can change your weapon or a cantrips damage type to fire, ice, lightning, or acid.

Whenever your weapon or cantrip attack roll is a critical hit, after resolving the outcome, make another attack. If that attack hits, you roll a single damage dice from the weapon or cantrip against the enemy.

Totemic Influence

6th-level Warden of the Elements feature

As a bonus action, summon a totem within your space. The totem affects your allies and yourself within an aura of 20-ft, lasting 1 min. Choose from the following totems:

Strength of Fire: Add 1d4 fire damage once per round to your cantrips or weapon/unarmed attacks.

Mountain of Earth: Increase armor class by 1.

Majesty of Air: Increase your movement by 10 if you start your turn in the aura. Reduce ranged attack damage received by your proficiency bonus.

Serenity of Water: Heal 1d4 hit points at the start of their turn. If out of combat, this healing becomes temporary health points.

Totem of Resistance: You gain resistance to the element from your Primal Infusion.

At level ten, you can move the totem to your location as a bonus action.

Each totem can be used once per day, recovering on a long rest. You can have more than one totem active.

Enhanced Striked

10th-level Warden of the Elements feature

Your weapon or cantrips affected by your Primal Infusion add 1d8 of your element to the weapon attacks or one instance of cantrip damage.

The extra attack from critical hits now rolls two damage dice.

Scion of the Elements

14th-level Warden of the Elements feature

Once each day, you may use one of the two:

Ally of the Elements

As an action, summon an element. Use either the earth, air, water, or fire elemental stat block. The elemental stays with you for 1 hour and goes after your turn. If you take damage, you can have the summon take it in your place as a free action but they take double the amount.

Bolstered Totem

As an action, combine all totems into one single dropped totem. You gain 4 temporary hit points per ally who is within your totems aura at the start of each of your turns while the totem is active. After the totem fades, you gain 20 temp hit points.

You may use this ability only once per day, resetting on a long rest.

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