Warlock
Base Class: Warlock

You have made a pact with an exceptionally powerful Elemental from one the Elemental Planes, or maybe they came through from the Elemental Chaos. In any case, they are a being of no real allegiance to anyone other than the Ancient Primordials that created them. Such a being has but one desire, the return of everything to its most basic form just as the Primordials created it. Elementals powerful enough to make such a pact are high ranking Djinns, Such as the Sultan of the City of Brass, the Padishah of Marids from the Plane of Water, Ogremoch the Prince of Evil Earth creatures, or the Caliph of the Citadel of Ice and Steel. Or perhaps you wish to gain power from Inix, Princess of Elemental Evil.

Primordial Protection

Starting at 1st Level, in combat you can take an action and increase your AC by 2 and create makeshift armor of One of the 4 Main Elements.

Armor of Air

You create armor out of the air around you, granting the ability to make Dodge Bonus Actions. You will however receive a doubling in damage from all melee weapon attacks.

Armor of Earth

You create armor out of stone, adding an additional +1 to your AC, maxing at a +3. You will however receive a doubling in damage from bludgeoning attacks as well as thunder and psychic damage.

Armor of Fire

You create armor out of flames, granting advantage on Constitution Saves. You will however receive a doubling in damage from piercing attacks as well as cold and psychic damage.

Armor of Water

You create armor out of water, giving yourself advantage on Dexterity saves as well as Dexterity based Ability Checks. You will however receive a doubling in damage from slashing attacks as well as lightning and psychic damage.

Primordial Knowledge

At 6th level, choose a spell from the Wizard's Spell list of 3rd level or lower. You can now cast the spell once a day per Long Rest.

Elemental Resilience

Starting at 10th level choose a damage type. You can choose one damage type when you finish a short or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature. Damage from magical Weapons or silver Weapons ignores this Resistance.

A Trip Through the Chaos

Starting at 14th level, when a creature makes an attack action against you, if the attack hits, as a Reaction you can send them through the Elemental Chaos. The creature disappears and travels through the four Elemental Planes as well as the Elemental Chaos. At the end of your next turn, they will reappear in the space they previously occupied, or the nearest unoccupied space. If the target is not an Elemental they take 3d10 Fire Damage, 3d10 Cold Damage, 3d10 Magical Piercing Damage, and 3d10 Magical Bludgeoning Damage.

Once you use this feature, you can't use it again until you finish a Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes