Base Class: Warlock
You have made a pact with a being of great power from the Elemental Chaos, one whose aims are as unique and malleable as your own.
In essence, you have been deemed a kindred spirit to its own goals and granted power to see them through — not only with a certain level of expectation, but curiosity as well.
Warlocks who bind themselves to these patrons tend to be Genasi who seek strength and guidance to venture out from beyond the elemental planes, or other adventurers who bargain with these powers to enter into their realms without being overwhelmed.
Elemental Infusion
At 1st level, you can infuse your attacks with a modicum of elemental energy. Once per turn, when you damage a creature with a cantrip or weapon attack, you can deal an additional 1d6 acid damage.
Additionally, you gain the ability to read, write, and speak Primordial, the language of most Elementals.
One With Earth
Starting at 1st level, you become more intune with the home of your patron. You gain tremorsense out to a range of 60ft.
Planar Flux
Starting at 6th level, your body becomes more attuned towards the Elemental Chaos, strengthening your ability to adapt to planar travel. You have advantage on all saving throws made against effects that would force you from one plane to another, such as the banishment spell.
Additionally, you gain resistance to poison damage.
Primordial Focus
Starting at 10th level, whenever you cast a spell from the Expanded Spell List (such as earth tremor), a spell that has “Elemental” in the name (such as elemental bane), or a spell targeting an Elemental (such as hold monster), you can add your Charisma modifier to any saving throws made to maintain concentration on its effects.
Additionally, whenever you roll damage dice for a spell on your Expanded Spell List, you can reroll a number of 1's up to your Charisma modifier (minimum of one), but must use the new results.
Chaotic Rift
Starting at 14th level, you can open a planar rift and release a violent torrent of earth upon creatures in an area. As an action, choose a point within 90 feet of you that you can see. A rift centered on that point tears open in a 10-foot radius sphere, and each creature within the rift must make a Dexterity saving throw against your spell save DC. After its effects have been resolved, the rift closes at the end of your turn.
The rift erupts with jagged columns of rock and metal. On a failed save, a creature takes 4d6 bludgeoning damage and 4d6 slashing damage, and is knocked prone 10 feet away from the rift’s center. On a success, a creature takes half damage and is pushed 10 feet away from the rift’s center. Additionally, any ground within the area permanently becomes difficult terrain as it warps and breaks under the rift's effects.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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