Elemental Warlocks

by Tomer

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The Elemental Warlocks

Elemental Warlocks

the Elemental Planes hold a great number of powerful creatures within them, and even the Planes themselves can seem alive at times. these powers from time to time grant a fraction of their powers to those willing to bargain with them in return for bringing the forces of the Elemental Planes to the Prime Material.

The Flame

Your patron embodies the very flames of the Elemental Plane of Fire, they are warm, beautiful, and invariably dangerous. Your patron may be the embodiment of the burning flames of the Plane itself, a supernaturally powerful Efreeti, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Flame 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.

The Flame Expanded Spells
Spell Level Spells
1st brand of fire, burning hands
2nd aganazzar's scorcher, flaming sphere
3rd fireball, daylight
4th korath's breath, wall of fire
5th flaming vortex, immolation

Acolyte of flame

Starting at 1st level, when you deal fire damage you can use a reaction you reroll any number of fire damage dice of your choice. You can use this feature a number of times equal to your proficiency bonus, until you finish along or short rest.
Additionally, you can speak, read, and write Ignan.

Flames' Blessings

Also starting at 1st level, as a bonus action, you grant a creature resistance to fire damage until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier, until you finish along or short rest.

Quicked Flame

Starting at 6th level, when you cast a spell which deals fire damage you can use your bonus action to cast the firebolt cantrip. You can use this feature equal to your Wisdom modifier, until you finish a long or short rest

Fire Incarnate

Starting at 10th level, you gain resistance to fire damage. Additionally, as a reaction, when you take damage, you erupt into flame causing all creatures within 15 feet to make a Dexterity saving throw, on a failed saving taking 2d10 fire damage, or half as much on a successful one.

Firescape

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to the Elemental Plane of Fire

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target does not have resistance to fire damage or is otherwise immune to the effects of extreme heat, it takes 2d8 fire damage and must make a Constitution saving throw against your spell save DC or gain 1 point of exhaustion.

You use this feature equal to half you Warlock level (rounded down), until you finish a long or short rest

The Ice

Your patron embodies the bitter cold of the Elemental Plane of water, they are harsh, cold, but malleable. Your patron may be the embodiment of the bitter frost of the Plane itself, a supernaturally powerful Marids, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Ice 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.

The Ice Expanded Spells
Spell Level Spells
1st create or destroy water, ice knife
2nd carys' hail, ice slick
3rd ice shroud (rhewi), tidal wave
4th control water, ice storm
5th cone of cold, maelstrom

Armour of Ice

Starting at 1st level, you learn the Armor of Agathys spell. It counts as a warlock spell for you, but does not count against your number of spells known. Additionally, the casting time of Armor of Agathys becomes 1 bonus action for you.

Light as Ice

Also starting at 1st level, you are able to walk upon the surface of water as if it were difficult terrain. Additionally, difficult terrain caused by ice cannot cause you to slip and is not considered difficult terrain for you.
Additionally, you can speak, read, and write Aquan.

Touch by Frost

Starting at 6th level, to gain resistance to cold damage. You learn the Frostbite cantrip. It counts as a warlock cantrip for you, but does not count against your number of cantrips known (if you already know the Frostbite cantrip choose another cantrip). Additionally, when you reduce a creature to 0 hit points you can cast the frostbite cantrip as a bonus action.

Ice Shift

Starting at 10th level, when you are the target of a spell attack you can change the target you can use your reaction to change the target of the spell to a creature within 30 feet of you that you can see. Additionally, if the spell deals damage the damage becomes cold damage.

Once you use this feature you cannot use it again until you finish a long rest.

Freezing wave

Starting at 14th level, as an action, you can choose a number of creatures equal to 1 + your Charisma modifier that you can see within 60 feet of you. Targets must make a Constitution saving throw against your warlock spell save DC. On a failed save the creature takes 8d6 cold damage and is Paralyzed as it is frozen in ice until the end of your next turn, on a successful one the creature takes half as much damage and is not Paralyzed.

The Stone

Your patron embodies the very Stone of the Elemental Plane of Earth, they are strong, enduring, and uncaring . Your patron may be the embodiment of the infinite stone of the Plane itself, a supernaturally powerful Dao, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Stone 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.

The Stone Expanded Spells
Spell Level Spells
1st earth tremor, grease
2nd dust devil, rock blast (cenlly graig)
3rd blinding dust, erupting earth
4th stone shape, stoneskin
5th stammelford's earth shatter, wall of stone

Stone Touched

Starting at 1st level, while you are not wearing armor your AC becomes equal to 10+ your Charisma modifier. Additionally Your hit point maximum increases by half your charisma modifier (rounded up, minimum 1), and it increases by the same amount every time you gain a level.
Additionally, you can speak, read, and write Terran.

Stone Glide

Starting at 6th level, as an action, your patron grants you its innate connection to the stone. For one minute you can burrow through nonmagical earth and stone. While doing so, you don’t disturb the material it moves through. Once you use this feature you cannot use it again until you have finished a short or long rest.

Stoneskin

Starting at 10th level, as a reaction before you would take damage, you can cast the Stoneskin spell without material components. Additionally, while you are under the effects of the Stoneskin spell your AC increases by 2.

Stone’s Endurance

Starting at 14th level, when you would be reduced to 0 hit, you can instead drop to 1 hit point. When you choose to do so you gain temporary hit point maximum + your Warlock level. Once you use this feature you cannot use it again until you have finished a short or long rest.

The Storm

Your patron embodies the never ending storms of the Elemental Plane of Air, they are fast, harsh, and batter down all those in their path.Your patron may be the embodiment of the lightning and thunder that fills the Plane itself, a supernaturally powerful Djinni, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Storm 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.

The Storm Expanded Spells
Spell Level Spells
1st feather fall, thunderwave
2nd bronwyn's gust, static storm
3rd call lightning, thunder step
4th alzur's lightning, Storm Sphere
5th cloudkill, control winds

Stormbringer

Starting at 1st level, when you deal lightning or thunder damage, as a reaction you can choose to deal an additional 1d6 of the same kind of damage.

you can use this feature a number of times equal to your Charisma modifier, until you finish along or short rest.

Starting at 6th level the damage increases to 2d6. Starting at 10th level the damage increases to 3d6. Starting at 14th you can use this feature an unlimited number of times.
Additionally, you can speak, read, and write Auran .

Thunderous resonance

Also starting at 1st level, your patron infuses your voice with a thunderous roar. You can choose to add 1d6 and add the result to a Charisma check roll of your choice. You can use this feature a number of times equal to your proficiency bonus, until you have finished a short or long rest.

Lightning Jump

Starting at 6th level, as an action your patron temporarily transforms into lightning energy allowing you to teleport to an unoccupied within 45 feet of you that you can see. Each creature within 5 feet of your starting location and target destination must make a Dexterity saving throw taking 3d6 lightning damage on a failed save, or half as much on a successful one.

Lightning flows through you

Starting at 10th level, you gain resistance to lightning and thunder damage. Additionally, when you take damage from a source you can see you can choose to use a reaction shock a number of creatures equal to 1+ your Charisma modifier (minimum 1) that you can see within 60 feet of you. Each creature must make Constitution saving throw equal to your spell save DC, on a failed save the creature is Stunned for 1 minute. The creature can repeat it's saving throw at the end of its turn to end the effect of this feature.

Once you use this feature you cannot use it again until you have finished a short or long rest.

Chain Burst

Starting at 14th level, when you reduce a creature to 0 hit points with lightning damage, you can use your bonus action to cause the creature to burst into lightning energy. Two bolts of lightning shoot out to two creatures of your choice that you can see within 30 feet of creature you reduced to 0 hit points. Two bolts then leap from that target to as many as four other targets, each of which must be within 60 feet of the creature you reduced to 0 hit points. Each creature must make a Dexterity saving against your Warlock spell save DC, taking 8d6 lightning damage on a failed save, or half as much on a successful one.

Eldritch Invocations

Elemental Master

Prerequisite: 15th level
You can cast conjure elemental once using a warlock spell slot, and the casting time is reduced to 1 action. You can’t do so again until you finish a long rest.

Minor Elemental Summoner

Prerequisite: 7th level
You can cast conjure minor elementals once using a warlock spell slot. You can’t do so again until you finish a long rest.

Tongue of the Elementals

You can speak, read, and write Aquan, Auran, Ignan, and Terran.

Credits

Elemental Warlocks: Reddit u/tomosr
Art (in order of appearance):

Ceremony (upgrade) by kyu hwan lee
Elementals from Wizards of the Coast 4th edition

 

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