Base Class: Warlock
By delving into the mysteries of nature and mastering the manipulation of primal energies, Wardens become formidable warriors and potent spellcasters. They adapt effortlessly to any situation, wielding elemental power to reshape the world around them.
Level 3: Primal Infusion
You gain proficiency with medium armor.
At the end of a long rest, choose one damage type: fire, cold, lightning, or acid. Until you choose again, your weapon attacks and one damaging cantrip of your choice deal the chosen damage type instead of their normal damage type.
Once per turn, when you score a critical hit with your infused weapon or cantrip, you can immediately make a second attack against the same target. If it hits, it deals one additional damage die of the original attack’s type.
Level 3: Elemental Spell List
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Warden of the Elements Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Thunderwave, Longstrider, Shatter, Enhance Ability |
| 5 | Call Lightning, Lightning Bolt |
| 7 | Fire Shield, Ice Storm |
| 9 |
Level 6: Totemic Influence
As a bonus action, you can summon a spectral totem in your space. The totem lasts for 1 minute and radiates a 20-foot aura. Each totem can be used once per long rest, and you can have up to two active at a time. Choose from the following options:
- Strength of Fire: Once per round, you or an ally in the aura can deal an extra 1d4 fire damage with a weapon or cantrip.
- Mountain of Earth: Creatures in the aura gain a +1 bonus to AC.
- Majesty of Air: Creatures that start their turn in the aura gain +10 feet of movement and reduce incoming ranged damage by an amount equal to your proficiency bonus.
- Serenity of Water: Creatures in the aura regain 1d4 hit points at the start of their turn. If out of combat, this becomes temporary hit points instead.
- Totem of Resistance: Creatures in the aura gain resistance to the element chosen by your Primal Infusion feature.
Starting at 10th level, you can move a totem to your location as a bonus action.
Level 10: Enhanced Strikes
Your weapon attacks and cantrips affected by Primal Infusion deal an additional 1d8 damage of the chosen element.
Additionally, the bonus attack granted by Primal Infusion on a critical hit now deals two damage dice instead of one.
Level 14: Scion of the Elements
Once per long rest, choose one of the following effects:
-
Ally of the Elements: As an action, you summon an elemental (fire, earth, air, or water) as if you cast conjure elemental. It lasts for 1 hour and takes its turn immediately after yours. Once per round, when you take damage, you can have the elemental take the damage instead, though it takes double the amount. This transfer uses your reaction.
-
Bolstered Totem: As an action, you merge all five totems into a single enhanced totem. While active, you gain 4 temporary hit points at the start of your turn for each ally within the aura. When the totem ends, you gain 20 additional temporary hit points.
Previous Versions
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7/1/2025 3:00:29 AM
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