7.8 KiB
| source |
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| Players Guide 2 |
Your patron is an elemental entity with dominion over a sizeable territory within its elemental plane. You are one of its elemental representatives on the Material Plane, and it often calls upon you to engage in proxy battles against other elemental monarchs intruding upon the plane.
| Elemental Regent Progression | |
|---|---|
| Warlock Level | Features |
| 3rd | Elemental Blast, Elemental Regent Pact Spells, Expanded Pact Boons |
| 7th | Elemental Resilience |
| 11th | Elemental Movement |
| 15th | Elemental Shell |
Elemental Regent Pact Spells
3rd-Level Elemental Regent Feature
You gain pact spells at the warlock levels listed in the Elemental Regent Pact Spells table. See the Warlock Subclass class feature in the Player’s Guide for how these spells work.
Choose an element that your patron represents: air, earth, fire, or water. This choice determines the damage type associated with your features and with some of the spells you gain with this feature, as noted in the Elemental Regent Damage Type and Spells table.
| Elemental Regent Damage Type and Spells | ||||||
|---|---|---|---|---|---|---|
| Elemental Type | Damage Type | 3rd Level | 5th Level | 9th Level | 13th Level | 17th Level |
| Air | Lightning | thunderwave | gust of wind | lightning bolt | greater invisibility | greater hold |
| Earth | Bludgeoning | shield | spike growth | slow | stoneskin | wall of stone |
| Fire | Fire | burning hands | heat metal | fireball | wall of fire | flame strike |
| Water | Cold | create or destroy water | misty step | water breathing | control water | Cone of cold |
| Elemental Regent Pact Spells | |
|---|---|
| Warlock Level | Spells |
| 3rd | false life, plus elemental regent spell |
| 5th | elemental blade, plus elemental regent spell |
| 9th | protection from energy, plus elemental regent spell |
| 13th | conjure minor elementals (patron’s element only), plus elemental regent spell |
| 17th | conjure elemental (patron’s element only), plus elemental regent spell |
Elemental Blast
3rd-Level Elemental Regent Feature
Whenever you use your Eldritch Blast feature (see Player’s Guide), you can choose for the damage of your beams to be the damage type associated with your patron’s element instead of force. If you change the damage type, you can choose for one of the targets of your Eldritch Blast to suffer an additional effect based on your patron’s element:
- Air. The target can’t take reactions until the start of its next turn.
- Earth. The target is knocked prone or pushed up to 10 feet away from you (your choice).
- Fire. The target takes 1d10 fire damage at the start of its next turn.
- Water. The target’s speed is reduced by 10 feet.
Starting at 11th level, you can choose for all targets of your Eldritch Blast to suffer this extra effect, provided you changed its damage type to match the type associated with your patron.
Expanded Pact Boons
3rd-Level Elemental Regent Feature
Your patron’s influence subtly changes your Pact Boon (see Player’s Guide).
- Pact of the Blade. When you deal damage with your pact weapon, you can choose for that damage to be the damage type associated with your patron’s element instead of the weapon’s normal damage type.
- Pact of the Chain. When you cast the find familiar spell, you can choose one of the forms noted in the Pact of the Chain feature or a mephit (see Monster Vault and Monster Vault 2 for mephit options) that has at least one element that matches your patron’s element.
- Pact of the Tome. Your tome contains secrets of the elemental planes. While holding or carrying your tome, you know the Primordial language, and you have advantage on CHA checks made to interact with Elementals.
Elemental Resilience
7th-Level Elemental Regent Feature
Your body changes in subtle ways in response to your patron’s magic, taking on minor elemental characteristics. Your hair might blow in an unfelt breeze, your movement might seem more fluid than your form would suggest, your muscles might feel as firm as earth, or your eyes might burn with a fiery glow. You are resistant to your patron’s element damage type, and you are resistant to the poisoned and unconscious conditions.
Starting at 15th level, you are immune to your patron’s element damage type, and you are resistant to exhaustion and to the paralyzed and petrified conditions.
Elemental Movement
11th-Level Elemental Regent Feature
You become much more attuned to the element tied to your patron. You gain a new or improved mode of movement based on your patron’s element:
- Air. You gain a flying speed equal to your walking speed, and you can hover.
- Earth. You gain a burrowing speed equal to your walking speed, and you can choose to not disturb the material through which you move when you burrow.
- Fire. Your walking speed increases by 20 feet, and as a bonus action, you can take the Dash action.
- Water. You gain a swimming speed equal to your walking speed, and as a bonus action, you can take the Disengage action. You don’t have to be swimming to use this bonus action
If you already have the type of speed associated with your patron’s element, that speed increases by 20 feet.
Elemental Shell
15th-Level Elemental Regent Feature
As a bonus action, you can fully manifest your elemental form for 1 minute. You gain the following benefits:
- A creature strongly associated with your element, such as an Elemental or a creature like a voltaic newt (see Monster Vault 2), must succeed on a WIS save against your spell save DC to attack you.
- Each time you deal damage with an attack or spell, you deal extra damage equal to your warlock level of the type associated with your patron’s element, and you deal double damage to objects and structures.
- You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are immune to poison damage.
- You can move through a space as narrow as 1 inch wide without squeezing, as your body briefly becomes one with the wind, crumbles into earth, transforms into flames, or squishes into a liquid.
- You have advantage on DEX (Stealth) checks in areas where your patron’s element is prominent, such as on a windy plateau, underground, in a forest fire, or underwater.
Once you use this feature, you can’t use it again until you finish a short or long rest.