Base Class: Warlock
You have made a pact with one of the Primordials who helped shepherd and shape the Prime Material plane out of the Chaos. Your patron walked in a time of ancient titans and gods, preceding even the age of giants and dragons, before it was pushed to dwell on the very edge or in the deepest recesses of one of the Elemental Planes. It may have the heart of a gardener, but it may want to see the world torn apart and dispersed to the Chaos from which it was formed. (Adventurers' Appendices pg.13)
Primordial Spells
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Spell Level |
Spells |
|
1 |
chromatic orb, absorb elements |
|
2 |
maximilian's earthen grasp, warding wind |
|
3 |
thunder step, tidal wave |
|
4 |
conjure minor elementals, ice storm |
|
5 |
conjure elemental, immolation |
World Shaper
At 1st level, you are gifted with your patron’s ability to bend and sort the elements that make up the Prime Material plane. You gain the one of the following cantrips now at 1st level and subsequently select 1 additional cantrip at 3rd, 5th, and 7th level: control flames, gust, mold earth, and shape water.
Siphon Rush
Starting at 6th level, you can channel energy from the elements, even as they harm your body. Whenever you take elemental damage of any kind you can choose to become hasted for up to a number of rounds equal to your Charisma modifier. Coming out of this hasted state does not result in losing your next turn from exhaustion, but each round until the effect ends you instead take an additional d8 of damage from the same element that you used to become hasted. You can halt the effect early at the end of one of your turns, and you must finish a long rest before using the ability again.
Purest Elements
At 10th level, the fire you control burns brighter and hotter, the wind flows and bites faster, the stone is weightier and harder, and the water and ice are crystal-pure blue. Any time you cast a spell that deals at least one type of elemental damage you may add you Charisma modifier to the total damage roll. Elemental creatures under your control also gain a +1 bonus to their attack and damage rolls.
Unravel
At 14th level, you are able to call upon one material element at a time, separating it from the rest in a brief chaotic vortex. As an action, you alter your own form and the surrounding 10 foot radius into a fluctuating elemental state for 1 minute. Right now, and at the beginning of each of your turns, you roll a d6 to determine the element that is drawn forth: 1 acid, 2 cold, 3 fire, 4 lighting, 5 poison, or 6 thunder. A creature entering the radius or starting their turn inside it takes 2d8 damage of the current element. Elemental creatures that you control take half damage if they are caught within the radius. You now also add 1d8 of the current element to the damage roll for any weapon or spell attack you make for the duration of this ability. Once the vortex has faded, it cannot be drawn again until after you complete a long rest.
Previous Versions
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9/19/2020 6:44:13 PM
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46
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6
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1.0
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Coming Soon
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