Otherworldly Patron Elemental Lord

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Otherworldly Patron: Elemental Lord

You have made a pact with a powerful being from the elemental planes. Such beings rarely make pacts with mortals as there is little in the material plane that they desire, though raw magical power and the wellbeing of the lesser elementals that inhabit their planes are consistent motives, although who can truly tell what goes through the mind of an elemental lord. Some lords of the elemental planes are: Imix, lord of fire; Ogremoch, lord of earth; Olhydra, lord of water; Yan C, lord of air. Expanded Spell List

The Elemental Lord 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. Elemental Lord Expanded Spells Spell Level Spells 1st

absorb elements, chromatic orb

2nd

blur

3rd

elemental weapon

4th

conjure minor elementals

5th

contact other plane

Associated Plane

Depending on which elemental plane your lord rules there are additional spells and effects available to you. Lord of Air Expanded Spells Spell Level

Spells

2nd

dust devil

3rd

lightning bolt

4th

storm sphere

5th

cone of cold

Lord of Earth Expanded Spells Spell Level

Spells

2nd

Maximillian's earthen grasp

3rd

erupting earth

4th

stone shape

5th

transmute rock

Lord of Fire Expanded Spells Spell Level

Spells

2nd

flaming sphere

3rd

fireball

4th

fire shield

5th

flame strike

Lord of Water Expanded Spells

Lord of Water Expanded Spells Spell Level

Spells

2nd

Snilloc's snowball swarm

3rd

tidal wave

4th

watery sphere

5th

maelstrom

Elemental Blast

Starting at 1st level, you can infuse your magic with the elemental power of your associated plane. As a bonus action, you can charge your eldritch blast with an element as specified in the table below, replacing its damage type with the one specified. Associated Plane

Associated Element

Air

Lightning

Earth

Acid

Fire

Fire

Water

Cold

Your elemental blasts also have the following additional effects: Air: Target can't make reactions until it's next turn. Earth: Target must make a Dex saving throw or be knocked prone. Fire: Raise to D12 and any flammable objects hit ignite if it isn't being worn or carried Water: Target must make a Con saving throw, if failed they have disadvantage on the next weapon attack roll. Elemental Sanctuary

Starting at 6th level, creatures from the elemental planes recognise your connection to their realm and become hesitant to attack you. When an elemental creature attacks you, that creature must make a Wisdom saving through against your warlock spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you and automatically succeeds its saving throw if it witnesses you harming other elementals. Planar Fragment

At 10th level you are gifted a fragment of your associated plane, granting you defence against certain effects and effecting your physical body. Fragment of Air

You seem to be surrounded by unstable currents of air that you can bend to your will. You gain immunity to lightning damage. Ranged attacks made against you are made with disadvantage. You gain a flying speed equal to your walking speed, but you cannot end your turn in the air.

Elemental Lord Patron

1

Fragment of Earth

Your flesh becomes coarse and angular, looking like rough hewn rock. You become immune to acid damage and resistant to bludgeoning, piercing and slashing damage from nonmagical weapons You can move through solid stone as if it were air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet of rock you are shunted through. Fragment of Fire

You radiate the heat of the flames which grant you power, scorching anyone who comes near. You become immune to fire damage and resistant to cold damage. Any creature that ends its turn within 5 feet of you gets assaulted by the radiant heat given off by your elemental fragment, taking 1d10 fire damage. Fragment of Water

You constantly feel slightly damp, like you just left the water. You gain immunity to cold damage and resistance to fire damage. You gain a swim speed equal to your walking speed and can breath underwater Unstable Rift

Starting at 14th level, you gain the ability to tear open a shortlived portal to the heart of your associated plane up to 120 feet away. As an Action target a single creature within range, the target makes a Constitution save to resist the ravages of the raw magical energy found beyond the portal you open. On a failed save the creature disappears and takes 10d10 damage of your associated element, a creature that is Huge or larger has advantage on this save. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. On a successful save the target takes half damage, but is still temporarily trapped in the elemental plane. Once you use this feature, you can't use it again until you finish a long rest.

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Elemental Lord Patron

Credits Homebrewery for this awesome system. The friends who have given me feedback and advice. /r/UnearthedArcana for inspiration and advice.
Otherworldly Patron Elemental Lord

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