Warlock
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.

Level 3: Elemental Blessing

When you choose this subclass, choose one of the following elder elementals. You then gain one benefit granted to you from your choice of elder elemental, as described below.

Phoenix. When you are reduced to 0 hit points while in this form, your hit points instead change to an amount equal to your warlock level. Once you use this feature in this way you can't do so again until you finish a long rest.

Elder Tempest. You learn the gust cantrip and can cast it as a bonus action. When you cast it in this way, you can cast it without verbal or somatic components.

Leviathan. You can take the dash or disengage action as a bonus action. Additionally, you gain a swimming speed equal to your walking speed and can breathe underwater.

Zaratan. While you arent wearing armor or wielding a shield, your base Armor Class equals 10 plus your Constitution and Charisma modifiers.

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.

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

 


 

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

 


 

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 Transmute Rock, Wall of Stone

 


 

Elder Tempest Spells
Warlock Level Spells
3 Catapult, Thunderwave, Gust of Wind, Levitate
5 Lightning BoltCall Lightning
7 Elemental Bane, Conjure Minor Elementals
9 Control Winds, Conjure Elemental

 

Level 3: Primordial Form

As a bonus action, you can imbue yourself with elemental energy for 1 minute. You gain temporary hit points equal to your Warlock level and gain a benefit depending on the elder elemental you chose, as described below. You can use this feature a number of times equal to your charisma modifier and regain all expended uses when you finish a long rest.

Phoenix. When a creature hits you with an attack roll while within 10 feet of you, it takes fire damage equal to 1d4 plus your charisma modifier.

Elder Tempest. A small storm you within a 10-foot Emanation. The area counts as difficult terrain for creatures of your choice, and you can impose disadvantage any ranged attack roll made against you or a creature within the emanation.

Leviathan. When a creature ends its turn within 20 feet of you, you can take a reaction to attempt to grapple it with a small maelstrom. The target has to make a strength saving throw against your spell save DC or be grappled by the maelstrom (escape DC equal to your spell save DC). You can only grapple one creature at a time in this way.

Zaratan. At the end of each of your turns, you can retract into an earthen shell. While retractet, you can't take reactions, and once per turn when you take damage other than psychic damage, you can reduce that damage by an amount equal to 1d4 plus your charisma modifier. 

Level 6: Improved Primordial Form

When you use Primordial Form, your size increases to large, and you gain additional benefits depending on your choice of elder elemental.

Phoenix. You have resistance to fire damage, and when you deal damage of that type it ignores resistance to fire damage. When you regain hit points using the elemental blessing feature, the creature that reduced you to 0 hit points takes fire damage equal to your Warlock level. You also gain a flying speed equal to your speed and can hover. 

Elder Tempest. You have resistance to lightning and thunder damage, and when you deal damage of those types it ignores resistance to that damage type. You also gain a flying speed equal to your speed and can hover. Your storms emanation increases by 5 feet.

Leviathan. You have resistance to acid, cold and poison damage, and when you deal damage of those types it ignores resistance to that damage type. Your speed increases by 10 feet, you can enter a hostile creature's space and stop there, and you can move through a space as narrow as 1 inch wide without squeezing. Additionally, a creature grappled by your maelstrom takes cold damage equal to 1d6 plus your charisma modifier at the start of each of its turns.

Zaratan. You have Resistance to Bludgeoning, Piercing, and Slashing damage, and when you deal bludgeoning or thunder damage it ignores resistance to that damage type. 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.

Level 10: Fury of Elements

Your Primordial Form completely transforms your body into the element of your patron. Your Primordial Form can last up to 10 minutes, 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. Once per turn when you hit a creature with an attack roll, you deal an additional 1d6 lightning or thunder damage to the creature. If that creature is within your storm, you can move it 5 feet to an unoccupied space.

Zaratan. 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. Once per turn when you hit a creature with an attack roll, you deal an additional 1d6 bludgeoning or thunder damage to the creature.

Phoenix. 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 fire damage equal to 1d6 plus your charisma modifier. You can move through a space as narrow as 1 inch wide without squeezing. Once per turn when you hit a creature with an attack roll, you deal an additional 1d6 fire damage to the creature.

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. 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 to 0. Once per turn when you hit a creature with an attack roll, you deal an additional 1d6 acid, cold or poison damage to the creature.

Level 14: 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 2d6.
  • 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 that you can see 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 lightning damage equal 3d10 plus your charisma modifier on a failed save, or half as much damage on a successful one.
    • 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 bludgeoning damage equal to 3d10 plus your charisma modifier, or half as much on a successful save. Structures and Objects that arent being worn or carried within the area also take the damage.
    • Phoenix. You can immediately move up to twice your speed without provoking opportunity attacks. 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 fire damage equal to 3d10 plus your charisma modifier. If you move through that same creature's space again using this movement, it doesn't have to make this save again.
    • Leviathan. You create a large wave going out from you in a 60-foot long, 15-foot wide line. Any creature hit by the wave must make a Dexterity saving throw against your spell save DC or take cold damage equal to 3d10 plus your charisma modifier, or half as much on a successful save.

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