Base Class: Warlock
You have made a pact with a gate keeper to the elemental plane of fire at the mouth of an ancient active volcano. Maybe this power was bestowed upon you by an entity of pure thunder through a grand lightening bolt. Or a deal with the sentient amalgamation of the chemistry of the material plane offers you the alien powers of raw chemical reactions.
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.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | chromatic orb, absorb elements |
| 2nd | flaming sphere, dragon's breath |
| 3rd | fireball, protection from energy |
| 4th | conjure minor elementals, elemental bane |
| 5th | cone of cold, maelstrom |
Bonus Cantrips
At 1st level, you learn the produce flame and shape water cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Elemental Energy
At 1st level, you gain the ability to channel elemental energy to enhance your attacks and spells. You have a pool of d6s that you spend to fuel these attacks. The number of dice in the pool equals 1 plus your warlock level.
As a bonus action, you can add either fire, cold, acid, poison, lightening, or thunder damage to one of your weapon or spell attacks, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier, minimum of one die. Roll the dice you spend, add them together, and add the chosen elemental damage to your weapon and spell attack damage.
Your pool regains all expended dice when you finish a long rest.
Elemental Plume
Starting at 6th level, your link to the elemental planes allows you to serve as a conduit for elemental energy. When you cast a spell that deals fire, cold, acid, poison, lightning, or thunder damage, you can add your Charisma modifier to one damage roll of that spell against one of its targets.
Elemental Hand
When you finish a short or long rest you can touch a willing creature causing that creature to gain a damage bonus equal to your level in this class plus your charisma modifier on their next weapon or spell attack. This damage can be either fire, cold, acid, poison, lightning, or thunder damage.
Elemental Eruption
Starting at 14th level, the elemental energy you channel allows y death. When you have to make a death saving throw at the start of your turn, you can cause a burst of elemental energy to erupt from your body. Each creature of your choice that is within 30 feet of you takes either fire damage and is frightened, cold damage and is paralyzed, acid or poison damage and is poisoned, or lightening or thunder damage and is stunned. The damage equal to 2d8 plus your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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4/20/2020 1:21:59 PM
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Coming Soon
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