The elemental planes are the nexus through which the elements of earth, fire, air and water spring into the material plane and whence they, inevitably, return. It is home to hosts of alien entities that embody and control their element with supernatural affinity. These beings are arguably purer than anything in the material world and some have powers that rival the gods. And yet, within the material plane, they are weak and must submit to the whims of the gods of Narya. To avoid risking to much of themselves by personally invading or exploring the material plane, these entities prefer to send servants or, in the case of today's subject, enlist emmissaries.
Warlocks who make a pact with an elemental patron either did so to merely seek power, to repay a debt to such an entity, or to become closer to an element that they felt a deep connection towards. As part of the pact, their body and magicks are imbued with the affinity of their patron.
Whether they are a stubborn and immovable earth warlock, a fiery passionate and furious fire warlock, a flexible and easy-going air warlock or the ever-shifting and deep water warlock, these spellcasters are specialists with ties to beings that are both alien and universal.
PLANE OF EARTH
Stoneheart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of earth that resonates through your mind, body and soul.
You learn to speak, understand, read and write in Primordial.
You gain the
Mold Earth cantrip.
It does not count towards your number of known cantrips.
Also, as a bonus action you can activate your
stoneheart ability. While active, you gain a base AC of 13+ your Constitution and stone shards cover your skin. This effect lasts until you end it as a bonus action or you are incapacitated.
Also, the elemental patron 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.
Expanded Spell List
1st Absorb Elements, Earth Tremor
2nd Earthbind, Dust Devil
3rd Meld into Stone,
Erupting Earth
4th Conjure Minor Elementals, Stone Shape, Stone Skin
5th Conjure Elementals, Wall of Stone
Earthswimmer
Starting at 6th level, you move through the earth like a fish through the water or a bird through the air. While your
stoneheart is active, you gain a burrow speed of 30 feet. You can choose to either create a tunnel of your size as you burrow or to move through the earth without disturbing the material as you move through it. Furthermore, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Also, you do not need to eat, drink or breathe. Instead, you can sustain yourself by consuming 1 lb. of natural minerals per day. Also, you are no longer affected by atmospheric pressure.
Unbreakable Aegis
Starting at 10th level, your stoney armor becomes even more durable. While your
stoneheart ability is active, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.
Titan of Earth
Starting at 14th level, you can bring the elmental plane of earth to build and destroy your surroundings. While your
stoneheart ability is active, you gain a number of charges equal to your Charisma. As an action, you can expend charges to cause a number of pillar of stone, up to the amount of expended charges, to burst from an earth surface, such as the ground or cavern wall, within 120 feet that you can see. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to
30 feet. The earth surface where a pillar appears must be wide enough for its
diameter. Each pillar has AC 5 and 30 hit points. When reduced
to 0 hit points, a pillar crumbles into rubble, which creates an area
of difficult terrain with a 10-foot radius. The rubble lasts until
cleared.
If a pillar is created under a creature, that creature must succeed on a
Dexterity saving throw based on your spellcasting save or be lifted by the pillar. A creature can
choose to fail the save.
If a pillar is prevented from reaching its full height because of a
ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar and the
obstacle. The restrained creature can use an action to make a Strength
or Dexterity check (the creature’s choice) against the spell’s saving
throw DC. On a success, the creature is no longer restrained and must
either move off the pillar or fall off it.
Once you have summoned a number of stone pillars equal to your Charisma modifier, you must take a short rest before you can use this feature again.
PLANE OF FIRE
Blazing Heart
Starting at 1st level, you gain a supernatural attunement to the
elemental plane of fire that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the
Control Flames cantrip.
It does not count towards your number of known cantrips.
Also, as a bonus action, you can activate your
blazing heart ability and your body emits heat and light as hot a burning ember. You gain resistance to fire damage, sheds bright light in a 30-foot radius and dim light in an additional 30 ft, and if you touch or are touched by a creature or a flammable object, you can choose for it to ignite. This effect lasts until you end it as a bonus action or you are incapacitated.
Also, the elemental patron 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.
Expanded Spell List
1st Burning Hands, Grease
2nd Scorching Ray, Flaming Sphere
3rd Fireball, Flame Arrows
4th Conjure Minor Elementals, Fireshield, Wall of Fire
5th Conjure Elementals, Flamestrike
Fire Dancer
Starting at 6th level, you move with ferocity and speed of an out of control flame. While your
blazing heart ability
is active, your gain a fly speed equal of 30 and you are considered one
size smaller when attempting to move through tight spaces and take no
movement penalty when doing so.
Also, you can sustain yourself on smoke alone. Instead of eating or drinking
or breathing oxygen, you can sustain yourself by burning 1 pound of
organic material with your spells or
blazing heart ability per day.
Through the Fire and Flames
Starting at 10th level, you relish fire's wrath. While your
blazing heart ability is active, you gain immunity to fire damage. Furthermore, you can use a bonus action to teleport to any source of flame within 30 feet.
Titan of Fire
Starting at 14th level, you become an inferno incarnate. While your
blazing heart ability is active, you gain a number of charges equal to your Charisma modifier. You can expend a charge to hurl flames or erupt into flames as an action.
When you
hurl flames, you make a spell attack against a creature within 120 feet. The attack deals 6d6 fire damage on a hit and ignites all flammable objects.
When you
erupt into flames, all flammable objects within 30 feet ignite and all creatures within 30 feet must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 fire damage. Half damage on save.
Once you have
hurled flames a number of times equal to your charisma
modifier or erupted into flames, you must take a long rest before you can use this feature
again
.
PLANE OF AIR
Soaring Heart
Starting at 1st level, you gain a supernatural attunement to the
elemental plane of air that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the
Gust cantrip.
It does not count towards your number of known cantrips.
Also, as a bonus action, you can activate your
soaring heart ability, and your body becomes wrapped in an aetheral aura of wind. You gain a fly speed of 30 and you are considered one
size smaller when attempting to move through tight spaces and take no
movement penalty when doing so. This effect lasts until you end it as a bonus action or you are incapacitated.
Also, the elemental patron 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.
Expanded Spell List
1st Thunderwave, Fog Cloud
2nd Dust Devil, Gust of Wind
3rd Lightning Bolt, Wind Wall
4th Conjure Minor Elementals, Storm Sphere, Freedom of Movement
5th Conjure Elementals, Control Winds
Graceful as the Wind
Starting at 6th level, you move like the wind. While your
soaring heart ability is active, your fly speed increases 60 feet.
You also gain a hover speed of 30. If you are knocked prone, you can use a
reaction to hover but only have up to half your speed on your next turn.
If you are falling, you can use a reaction to reduce your falling
damage to 0. While hovering, you ignore difficult terrain at the
discretion of the dungeon master. You do not lose your hover speed when you are incapacitated and can still use a reaction to reduce your falling damage to 0.
Stormchild
Starting at 10th level, you find the power of the wind-- to create weather. While your
soaring heart ability is active, you gain resistance to cold, lightning and thunder damage. In addition, when you activate the
soaring heart ability,
your aura of wind becomes a thick stormy vapor. When you are attacked,
you can use a reaction to give the attack disadvantage. If the attack
misses, the cloud disappears.
You do not regain the ability to summon
this cloud until you finish a short rest.
Titan of Air
Starting at 14th level, you tear apart the battlefield like a hurricane. While your
soaring heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either summon a whirlwind or release the tempest as an action.
When you summon a whirlwind, you create a small tornado on a point in space that is within 120. All creatures within 5 feet of the point must make a Strength saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is
flung up 30 feet away from the point in a random direction and
knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your warlock's spell save or take the same damage and be knocked prone.
When you release the tempest, you discharge an intense burst of electric energy. You direct the energy as a bolt of lightning in a 5 foot wide and 120 foot long line. Each creature in the line must make a Dexterity saving throw against your warlock's spell save or
take the remaining number of charges multiplied by 6d6 lightning damage
Once you summoned a whirlwind a number equal to your charisma
modifier or release the tempest you must take a long rest before you can use this feature
again
.
PLANE OF WATER
Weeping Heart
Starting at 1st level, you gain a supernatural attunement to the
elemental plane of water that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the
Shape Water cantrip.
It does not count towards your number of known cantrips.
Also, as a bonus action, you can activate your
soaring heart ability, and your body secretes a chilling bubble of water. While active,
you gain the ability to breathe underwater and you gain a
swim speed equal to your speed.This effect lasts until you end it as a bonus action or you are incapacitated. You are gain resistance to cold damage.
You are also not affected by water pressure or depth.
Also, the elemental patron 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.
Expanded Spell List
1st Create/Destroy Water, Fog Cloud
2nd Snilloc’s Snowball Swarm, Misty Step
3rd Wall of Water, Tidal Wave
4th Conjure Minor Elementals, Control Water, Watery Sphere
5th Conjure Elementals, Cone of Cold
From the Sea
Starting at 6th level, you are as welcome in the sea as on land. While your
weeping heart ability is active, your swim speed increases to 60 feet and you are considered one
size smaller when attempting to move through tight spaces and take no
movement penalty when doing so.
Also, you can sustain yourself on liquid alone. Instead of eating or drinking
or breathing oxygen, you can sustain yourself by drinking 1 gallon of pure water.
The Deep's Embrace
Starting at 10th level, you fall through your enemy's grasp like water. While your
weeping heart ability is active, you are surrounded by a shield of water. While the shield is active, you have resistance to fire damage and any ranged weapon attack against you has disadvantage on the attack roll. If the shield takes cold damage, you lose the shield.
If you lose the shield, you regain it after taking a short rest.
Titan of Water
Starting at 14th level, you are the raging malestrom. While your
weeping heart ability is active, you gain a number of
charges equal to your Charisma modifier. As an action, you can expend a
charge to either to summon an
overwhelming wave or a
cold snap.
When you summon an
overwhelming wave, you create a wave of water that crashes down on an area within 60 feet. The area can be up to 30 feet long, up to 10 feet wide, and up to 10
feet tall. Each creature in that area must make a Dexterity saving
throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is knocked prone. The water disperses and douses all flames in the immediate area.
When you
cold snap, you create a blast of frigid air against all targets and creatures within 30 feet. Each creature within 30 feet must make a Constitution saving throw
against your warlock's spell save or take the remaining number of
charges multiplied by 6d6 cold damage. Half damage on save.
A creature killed by this spell becomes a frozen statue until it thaws.
Once you have summoned a number of
overwhelming waves equal to your charisma
modifier or
cold snapped, you must take a long rest before you can use this feature
again
.