Warlock
Base Class: Warlock

Your patron is a powerful elemental being; either a pure elemental - an Efreeti, Marid or Djinni - or another resident of one of the Elemental Planes with great influence - a Wind Duke of Aaqa, a mighty Dao from the City of Jewels, one of the ancient Sultans from the Cinder wastes or a forgotten Leviathan from the Darkened Depths. Or maybe your patron is something more primordial, the rage of an ever-burning fire seeking mortals who will carry out its destruction, or the stubbornness of an enormous formation of crystals ancient enough to have awakened on some level of magical sentience.

Making a connection with such an entity can - and striking a deal almost always will - make changes to your personality. Drawing power from an elemental of fire might feed you urges to destroy things with reckless abandon. The feeling of the pure essence of the wind flowing through you might turn you resentful towards any kind of law, now preferring freedom in all ways. If you don't succumb to these feelings, you might learn to use them to your advantage, and become a channel and font of elemental destruction - or creation.

Elemental Affinity

At first level you choose one of the four prime elements from which your patron is made, this choice affects future class features as well. You get the following benefits depending on the elemental nature of your patron.

Fire

Your patron resides in the Plane of Fire, a world of chaotic destruction, but also of burning bravery and inspiration. Once per turn when you roll for fire damage , you can reroll the damage dice and use either total.

Water

The Plane of Water is at the same time tranquility and rage manifest. Once per turn when you roll for damage, you can add your wisdom modifier to the total.

Earth

Beings of the Plane of Earth are rigid, stern and stalwart. Once per turn when you take damage, you can reduce the amount by an amount equal to your charisma modifier + half your Warlock level (minimum of 1).

Air

A patron of the Plane of Air inspires freedom, quickness and at times anarchy. You can add your charisma modifier to your initiative rolls.

Expanded Spell Lists

The Elemental lets you choose from one of four expanded lists of spells, depending on which element you chose for your Elemental Affinity feature, when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fire Elemental Expanded Spells

Spell Level

Spells

1st

burning hands, heroism

2nd

aganazzar's scorcher, scorching ray

3rd

fireball, daylight

4th

fire shield, wall of fire

5th

flame strike, immolation

 

 

Water Elemental Expanded Spells

SPELL LEVEL

SPELLS

1st

ice knife, create or destroy water

2nd

calm emotions, alter self

3rd

tidal wave, water breathing

4th

ice storm, control water

5th

maelstrom, cone of cold

 

 

Earth Elemental Expanded Spells

SPELL LEVEL

SPELLS

1st

absorb elements, earth tremor

2nd

dust devil, earthbind

3rd

erupting earth, meld into stone

4th

stoneskin, stone shape

5th

transmute rock, wall of stone

 

 

Air Elemental Expanded Spells

SPELL LEVEL

SPELLS

1st

jump, thunderous smite

2nd

levitate, warding wind

3rd

haste, lightning bolt

4th

storm sphere, freedom of movement

5th

control winds, animate objects

 

 

Elemental Soul

Starting at 6th level, your mortal soul starts to meld with the element which fuels your patron. 

Fire

The heat inside you makes you bold in the face of danger. You gain resistance to psychic and radiant damage.

Water

Your soul is that of the oceans, ever molding yet unstoppable. You gain resistance to fire and force damage.

Earth

Like the Dao, your skin is that of stone. You gain resistance to slashing and piercing damage.

Air

You are becoming one with the wind and the forces it contains. You gain resistance to lightning and thunder damage.

Friend of the Elements

Starting at 10th level, you can cast Conjure Elemental with the following adjustments. You don't need any material components, and the elemental is always of the same element as your patron, regardless of what type of terrain you cast the spell on. Furthermore, you don't need to maintain concentration for the elemental to remain friendly to you, and the elemental lasts until you begin your next long rest, at which point it returns to the elemental plane from whence it was conjured.

Tapping the Elemental Chaos

 

Starting at 14th level, you are able to break the barrier between your plane and the Elemental Chaos, the heart of the Elemental Planes. You gain a pool of d8s equal to your Warlock level. Once per turn when you deal damage to a creature with a spell, you can spend any amount of those dice to deal extra damage to one of the creatures you hit. Roll the dice you spend, add them together and chose the damage type you deal with those dice from fire, cold, force or lightning.

Your pool regains all expended dice when you finish a long rest.

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