Base Class: Warlock
Your Pact draws power from the elemental planes, specifically from one particular Elder Elemental. This Pact grants you unparalleled power, giving you control over the element of your patron. Your part of the pact could include helping the elder elemental leave their home plane through ancient rites or help with the rise of a new elder elemental.
This is a Remade version of the original Subclass from CarloBaum08 that i made because i love the idea from it so much so i made it fully work in DND Beyond.
Elemental Charge
When you choose this subclass at Level three, choose one Elder Elemental: The Elder Tempest (Lightning and Thunder damage), The Zaratan (Bludgeoning damage), The Phoenix (Fire damage), or The Leviathan (Cold and Acid damage). When you deal damage with a warlock spell or invocation that deals necrotic, force or radiant damage, you can replace that damage with the damage type of your patron specified above. If you have the pact of the chain invocation, you can choose the Steam Mephit, Dust Mephit, Ice Mephit, and Magma Mephit as your familiar. Your choice of Patron determines the effect of most features you gain from this subclass. To start, you gain the following two features:
Elder Tempest
Elemental Blessing. You gain Powers granted to you by your patron:
- Elder Tempest: You learn the Gust cantrip, and you can cast it without verbal and somatic components, and if you use it to push a creature or object, the distance it can be pushed is doubled. You can cast it as a bonus action a number of times equal to your charisma modifier. When you cast this spell in this way on another creature, you can also move yourself up to 15 feet in any direction without provoking opportunity attacks.
Elemental Charge. As a bonus action, you can charge yourself with elemental energy. Releasing it grants you one of the following effects to it, determined by your patron.
- Elder Tempest: Lightning strikes the target of your next successful attack roll. Two bolts then leap from that target to as many as two other targets of your choice that are within 30 feet of the initial target. Your initial target and every additional target has to make a dexterity saving throw against your spell save DC or take 1d8 lightning damage, or half as much on a successful save. The extra damage dealt by this feature increases by 1d8 at warlock level 5 (2d8), 11th level (3d8), and 17th level (4d8).
- You can use this feature twice, and regain all expended uses on a short or long rest.
Leviathan
Elemental Blessing. You gain Powers granted to you by your patron:
- Leviathan: You learn the Shape Water cantrip. You gain a swimming speed equal to your walking speed and can breathe underwater. Opportunity attacks made against you are made at disadvantage.
Elemental Charge. As a bonus action, you can charge yourself with elemental energy. Releasing it grants you one of the following effects to it, determined by your patron.
- Leviathan: You create a powerful wave around the target of your next successful attack roll. Every creature other than you within 5 feet of your initial target has to make a strength saving throw against your spell save DC or take 1d6 cold or acid damage (Your choice) and be pushed 10 feet away from you. They take half as much damage on a successful save. The extra damage dealt by this feature increase by 1d6 at warlock level 5 (2d6), 11th level (3d6), and 17th level (4d6).
- You can use this feature twice, and regain all expended uses on a short or long rest.
Phoenix
Elemental Blessing. You gain Powers granted to you by your patron:
- Phoenix: You learn the Control Flames cantrip. When a creature within 5 feet of you hits you with an attack roll for the first time on their turn, they take fire damage equal to your charisma modifier.
Elemental Charge. As a bonus action, you can charge yourself with elemental energy. Releasing it grants you one of the following effects to it, determined by your patron.
- Phoenix: The next time you drop to 0 hit points within the next minute, you regain hit points equal to your warlock level and the creature that reduced you to 0 hit points takes fire damage equal to your Warlock level.
Zaratan
Elemental Blessing. You gain Powers granted to you by your patron:
- Zaratan: You learn the Mold Earth cantrip. While you aren’t wearing any armor, your base Armor Class equals 10 plus your Charisma and Constitution modifiers.
Elemental Charge. As a bonus action, you can charge yourself with elemental energy. Releasing it grants you one of the following effects to it, determined by your patron.
- Zaratan: At the end of your turn, you retract into an earthen shell. Whenever you take damage other than psychic damage until the start of your next turn, the shell takes the damage instead. If this damage reduces the shell to 0 hit points, you take any remaining damage. The Shell has hit points equal to your warlock level plus your charisma and constitution modifier. If you start your turn and the shell has any hit points remaining, you can either regain hit points equal to the shell's remaining hit points or regain one expended use of your elemental charge.
Elemental Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Spells table of your patron, you thereafter always have the listed spells prepared.
Elder Tempest Spells
Warlock Level | Spells |
---|---|
3 | Absorb Elements, Thunderwave, Gust of Wind, Levitate |
5 | Lightning Bolt,Call Lightning |
7 | Elemental Bane,Conjure Minor Elementals |
9 | Control Winds, Conjure Elemental |
Leviathan Spells
Warlock Level | Spells |
---|---|
3 | Create or Destroy Water, Absorb Elements, Blur, Snilloc's Snowball Swarm |
5 | Sleet Storm, Tidal Wave |
7 | Control Water, Conjure Minor Elementals |
9 | Maelstrom, Conjure Elemental |
Phoenix Spells
Warlock Level | Spells |
---|---|
3 | Burning Hands, Absorb Elements, Flame Blade, Flaming Sphere |
5 | Revivify, Fireball |
7 | Death Ward, Conjure Minor Elementals |
9 | Immolation, Conjure Elemental |
Zaratan Spells
Warlock Level | Spells |
---|---|
3 | Earth Tremor, Absorb Elements, Maximilian's Earthen Grasp, Shatter |
5 | Erupting Earth, Meld into Stone |
7 | Stone Shape, Conjure Minor Elementals |
9 | Conjure Elemental, Wall of Stone |
Fury of Elements
Elemental Energy surges through your veins, and you can release it to gain an advantage on the battlefield. As a bonus action, you can expend a pact magic spell slot to enter a form of elemental energy for one minute. Your size increases to large, and once during each of your turns when you hit with an attack roll, you can deal 1d6 extra damage of one of your patrons damage types to the target. You also gain additional benefits depending on your choice of elder elemental.
Elder Tempest
You gain a flying speed equal to your walking speed, resistance to lightning and thunder Damage, and a small storm goes out from you in a 15-foot emanation. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls made against you and any creatures of your choice within the emanation, and the area counts as difficult terrain for any other creature. The winds extinguish open flames and disperse fog.
Leviathan
Your movement is unaffected by Difficult Terrain, your walking speed increases by 5 feet, you have resistance to cold, acid and poison damage, and you can stand up from being prone by spending only 5 feet of movement. When you hit a creature with your elemental charge, you can then move up to half your Speed straight toward or away from the target without provoking Opportunity Attacks.
Phoenix
You gain a flying speed equal to your walking speed, and resistance to fire damage. When you deal your extra fire damage from this feature to a creature or a flammable object, the target catches on fire. At the start of each of its turns, it takes the extra damage again and then makes a dexterity saving throw against your spell save DC. On a successful save, the effect ends. On a failed save, the effect continues.
Zaratan
You gain resistance to bludgeoning, piercing and slashing damage. As a bonus action after moving at least 15 feet on the ground, you can send a shock wave through the ground in a 10-foot radius around you. Every creature other than you on the ground that is within the radius has to make a strength saving throw against your spell save DC, or be knocked prone. All structures and constructs within the radius take thunder damage equal to your warlock level.
Elemental Form
Your Fury of Elements completely transforms your body into the element of your patron. Your Fury of Elements can last up to 10 minutes, the extra damage on attacks increases to 2d6, and it gives you another ability depending on your Patron.
Elder Tempest
You can enter a hostile creature's space and stop there, and can move through a space as narrow as 1 inch wide without squeezing. Sapping Lightning. Once per turn when you deal damage to a creature with your elemental charge or with the extra damage from your Fury of Elements, that creature can't make opportunity attacks until the end of its next turn and its speed is reduced by 10 feet. Its speed cant be reduced further by this feature.
Leviathan
You can enter a hostile creature's space and stop there, and can move through a space as narrow as 1 inch wide without squeezing. Partial Freeze. Whenever you take damage, you can use your reaction to partially freeze yourself. Until the end of your next turn, you have resistance to all damage except fire and psychic damage and your speed is reduced by 20 feet.
Phoenix
Fiery Form. You can enter a hostile creature's space and stop there. The first time it enters your space on its turn or if it starts its turn there, that creature takes 2d6 fire damage. You can move through a space as narrow as 1 inch wide without squeezing.
Zaratan
You have advantage on saving throws to avoid being knocked prone, restrained, Incapacitated, Paralyzed, and Petrified. Earth Glide. You gain a Burrow Speed equal to your speed, which you can use to pass through stone and similar materials without disturbing it. If you end your turn while submerged in one of these materials, you automatically emerge at the nearest unoccupied space.
Living Catastrophe
The magic of your patron can transform you into a true monster. While under the effect of your Fury of Elements feature, you gain additional benefits:
- Titan. You can increase your size to huge instead of large. If you do this, you can either increase your reach by 5 feet or increase the extra damage from your Fury of Elements to 3d6.
- Siege Monster. You deal double damage to objects and structures.
- Deadly Presence. When you take your first turn during combat and use your fury of elements, you can activate one other effect depending on your patron.
Elder Tempest
Choose three points within 60 feet of yourself. Lightning strikes each of those points, forcing every creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one.
Leviathan
You cast Tidal Wave as a third level spell, but its area increases to 50 feet long, up to 40 feet wide, and up to 20 feet tall.
Phoenix
You can immediately move up to twice your speed without provoking attacks of opportunity. If you move through a creature's space during this movement, that creature has to make a dexterity saving throw against your spell save DC or take 5d6 fire damage. If you move through that same creature's space again using this movement, it doesn't have to make this save again.
Zaratan
You exhale rocky debris in a 30-foot cone. A creature in the area has to make a dexterity saving throw against your spell save DC or take 5d8 bludgeoning damage, or half as much on a successful save. If a creature fails the saving throw by 5 or more, they are knocked prone. Objects and structures within the area also take the damage.
Previous Versions
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Do you think the leviathan is not as good as the others? But in general it is really good making a subclass for a subclass