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
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5th |
Water Elemental Expanded Spells
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5th |
Earth Elemental Expanded Spells
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5th |
Air Elemental Expanded Spells
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5th |
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.
I like the subclass but made some modifications for the sake of balance.
For Elemental Affinity, I made it so you can use this feature a number of times equal to your charisma modifier per long rest.
At level 10, I brought the duration back to 1 hour, made concentration important again, gave you the chance to maintain friendliness, and since it was way scaled back I let you cast it for free once per day. I think the scaled save DC gives you a reason to conjure lesser elementals (easier to stay friends with them).
Friend of the Elements: You can cast Conjure Elemental once per long rest without expending a spell slot or using material components. The elemental is always of the same element as your patron. If you lose concentration on the spell, you can make a Charisma save to prevent the elemental from becoming hostile to you and your companions. The save DC equals 10 plus the elemental's challenge rating, minimum 11.
At level 14, I couldn't balance the proposed feature so I scrapped it and rewrote the Fiend's "Hurl Through Hell" feature:
Hurl Through The Elements: Once per long rest when you hit a creature with an attack, you can use this feature to instantly transport the target through the elemental plane of your patron. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an elemental, it takes 10d10 magical bludgeoning (Earth), thunder (Air), fire (Fire), or cold (Water) damage.
I was looking into making a subclass that is similar to this (not elemental themed but with a few set paths that have to be followed) and I was wondering how you managed to have four expanded spell lists. I can't seem to figure it out and it is the only thing in the way of me finishing the subclass.
I know I'm almost a year late to the party but I hope that you can answer my question.
Love this but earth is too strong CHA plus 1/2 level for ALL damage + resistance to piercing / slashing at 6., as is friend of the element. Maybe if the element vanished if you lost concentration or something. Also Elemental affinity is OP, probably should only be usable = to CHA modifier / long rest or something like that. This probably is true with the Tapping the elemental chaos too. All up though a fantastic subclass.
I really like this! I think I might try it. Most of the abilities look fairly balanced. I'm concerned about the level 14 ability though. Consider reducing the pool to half your level, or capping the extra damage at a number of dice equal to Charisma, or both.
you should add cantrips for fire firebolt for water control water for air gust for earth mold earth
friend of the elements is a free permanent elemental unless it dies and 20d8 is overpowering