Base Class: Warlock
Powerful Elemental entities make pact with someone, endowing them with the knowledge of how to tap into the chaotic and ineffable energies of the Elemental Planes. They are taught the secrets of one of the four Elemental planes, Earth, Air, Fire, or Water, a choice they must make when creating a pact with their patron. The most likely of these ineffable beings to form a pact are noble genie spirits, who will take mortal followers in exchange for servitude, devotion, or wealth. You may learn from the steadfast Dao, the tempestuous Djinn, the everchanging Efreet, or the mysterious Marid.
Font of the Primordial
The Elemental grants you the power to tap into one of the elemental planes and harness their power. Your body is permanently changed and you gain an ability based on their aspect. Additionally, you can call on these energies do your bidding for a short time. You can use call on this ability a number of times equal to your charisma modifier. You regain all uses after completing a long rest.
Air
There is a constant wind at your back, propelling you ever forward. Your move speed increases by 5 feet, and your jump distance is doubled. As a bonus action you can call on the wind to lift you into the air, you gain a flying speed equal to your move speed until the end of your turn.
Earth
The earth itself fortifies your body, making you a living bulwark. Your weight doubles. You have advantage on saving throws to resist being moved or knocked prone while your feet are on stone or earth. In addition your skin can become as hard as stone. As a reaction, when you are hit by a melee or ranged weapon attack, you can reduce the damage taken by 1d8.
Fire
You are filled with the raw energy of a blazing flame. You don't suffer the effects of extreme heart or cold, as described in the Dungeon Master's Guide. In additional you can add to the ferocity of any blazes you create. When you roll for the damage of a fire spell you have cast, you can add 1d8 to the total.
Water
You are at home in the water. You can breath underwater and gain a swim speed of 30 feet. You can also harness the overwhelming power of the waves to crush your foes. When you hit an creature with an attack, you can force them to make a strength saving throw against your warlock spell save DC. On a failed save they are knocked prone.
Expanded Spell List
The Elemental lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you based on the nature of your Patron.
| SPELL LEVEL | ALL | EARTH | AIR | FIRE | WATER |
| 1st | Absorb Elements | Earth Tremor | Fog Cloud | Burning Hands | Ice Knife |
| 2nd | Levitate | Maximilian's Earthen Grasp | Warding Wind | Continual Flame | Snilloc's Snowball Swarm |
| 3rd | Elemental Weapon | Erupting Earth | Lightning Bolt | Fireball | Tidal Wave |
| 4th | Polymorph | Stoneskin | Storm Sphere | Fire Shield | Watery Sphere |
| 5th | Conjure Elemental | Transmute Rock | Control Winds | Immolation | Maelstrom |
Bonus Cantrips
At 1st level, your patron bestows upon you the ability to manipulate the element affiliated with their plane. You learn the following cantrip based on your elemental affinity as shown below. It counts as warlock cantrip for you, but they don’t count against your number of cantrips known.
Air
You learn the Gust cantrip.
Earth
You learn the Mold Earth cantrip.
Fire
You learn the Control Flames cantrip.
Water
You learn the Shape Water cantrip.
Genie's Escape
Starting at 6th level you can briefly transform yourself into the elements themselves. For a moment you take on a gaseous form, be it a cloud of dust, a twister of air, a column of smoke, or a cloud of mist. As a reaction when you are hit by a attack you take on your gaseous form. You gain resistance to the incoming damage unless it is force. You can then move 20 feet without provoking opportunity attacks. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. This effect then ends. If you end your movement in a space you otherwise would not be able to fit, you are pushed out to the nearest open area, taking 5 force damage for every 5 feet you are pushed.
You can't use this ability again until you complete a short or long rest.
Elemental Attunement
Staring at 10th level The Elemental gifts you with an innate relationship with the elements. You gain resistance to a damage type based on your patron's sphere.
Additionally, you can use your reaction to grant this resistance to a friendly creature you can see within 30 feet until the end of their next turn. When you use this feature, you lose your resistance and can't use this feature again until you finish a short or long rest.
Air
You gain resistance to lightning damage.
Earth
You gain resistance to bludgeoning damage.
Fire
You gain resistance to fire damage.
Water
You gain resistance to cold damage.
Grant Wish
Beginning at 14th level, your patron teaches you how to read the deepest desires of creatures and use it to manipulate them. As an action you can touch a creature and force it to make a wisdom saving throw against your warlock spell save. On a failure they become paralyzed, lost in a dream of their own making where their greatest dreams have come true. This effect lasts for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. During this time you, as an action can probe their mind to gain the knowledge of what their fantasy entails.
Once you use this ability you can't use it again until you have completed a short or long rest.
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