Warlock
Base Class: Warlock

This subclass is 1 of a set of 4 being developed, one for each elder elemental as an optional patron of elemental power (including a rework of the phoenix already out there).  All aspects of my classes are somewhat derived from other spells or warlock abilities and should be quite balanced.  However, I'm open to suggestions.

You have bound yourself to an elder elemental known as the Elder Tempest. The Tempest demands quick thinking and action, and mind cause you to start acting spontaneously.  It values stealth and illusion, cleverness and creativeness, infiltration and deception.  The wind doesn't blow down a castle, but flows around and through it.  The more it trusts you the more it will teach you to excel in these areas and grant you boons and knowledge to further your conquests.  And maybe one day, it will be able to join you on your plane, to show you the kind of chaos a storm can truly bring.

"You sold your soul to nothing but air.. how's that feel?  Empty? Ok then, let's go." ~ Rivain

Expanded Spell List

The Tempest 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.

Tempest Expanded Spells

Spell Level

Spells

1st

catapult, thunderwave

2nd

blur, gust of wind

3rd

call lightning, haste

4th

greater invisibility, storm sphere

5th

cone of cold, control winds

Bonus Cantrips

At 1st level, you learn the shocking grasp and gust cantrips.  They count as a warlock cantrip for you, but it do not count against your number of cantrips known.

Deceptive Winds

Starting at 1st level, you can use a bonus action to cause yourself to become enshrouded giving yourself a bonus to your stealth equal to your Charisma modifier.  You can use this feature a number of times equal to your Charisma modifier which will replenish on a short or long rest.

Wind Ward

At 6th level, you learn to make the air work in your favor to not only hamper attacks made against you, but to also put yourself in an advantageous position.  When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if done before the end of your next turn.

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

Step of the Wind

Starting at 10th level, you learn to use the wind to assist you and gain the following benefits:

  • Your speed increases by 10 feet.
  • Your jump distance triples when you take the dash action.
  • You do not provoke opportunity attacks from a number of creatures up to your Charisma modifier.

Lightning Strikes Twice

Starting at 14th level the secrets of lightning speed are bestowed upon you.  You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can use this feature a number of times equal to your Charisma modifier, and you can't use this feature when you are surprised.

You regain all expended uses of this feature when you complete a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/28/2019 7:01:24 PM
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The Tempest Image

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