Neonchameleon
Legend
The goal of this homebrew was to take the warlock chassis and create a framework for blast mages who blow things up with a vengeance before anything else. Boom! Because not just the fighters should be simple.
Some warlocks don’t make pacts with demons or even the fey. They merely channel the unfettered power of one or more of the elements through themselves like a torrent of raw power. If you are an elementalist pick your element then add the following spells to your spells known
Pact Boons
1st Level - Elemental Boon
You can choose your Eldritch Blast’s damage to be of your element. In addition:
Earth (Bludgeoning): You don’t fall easily. Gain Advantage to all saving throws against falling prone, or falling off somewhere or being unable to cling on.
Air (Electricity): Gain the Message cantrip with no components necessary. Lower falling damage by five times your level
Fire (Fire): You are fire resistant. In addition you can create candle strength fires in the palm of your hand and double or half the intensity of a fire up to your size or that portion of a larger fire.
Water (Cold): You can breathe water. In addition you can pull water out of the air, about a cupful at a time within five feet of you.
Telepathic (Psychic): Gain the ability to talk with anyone within 25’ telepathically
Telekinetic (Force): You can use an action manipulate an object of up to 10lbs/level through the power of your mind. Things you may do with this include manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial.
6th Level: Elemental Blast
Instead of producing multiple eldritch blasts, you can blanket a wide area. Either a ball up to 5’ radius per blast you’d normally get or a cone, 10’ per blast you’d normally get. (so if you’d get three blasts that’s a 30’ cone). You do not have disadvantage on cone attacks for enemies being in melee.
10th level: Elemental Resistance
You have resistance against any elemental damage type you control
14th Level: Elemental Mastery
When your attack does your damage type it has an additional effect:
Earth: You can walk through earth and unworked stone at 5ft/round. Add 5ft for every level above 10th to your normal speed. You may choose whether to leave a tunnel behind you. You may create a hole or barricade out of earth at 5 cu ft/round - or 1/10th this for stone
Air: You may walk with the winds. You need to start and end your turn on a surface but may even dash over the air. The surface you land on doesn’t need to be able to bear your weight.
Fire: Your fire spells ignore resistance and hardness. Even the normally fire-immune are only resistant. Burn Everything!
Water: You may cast Control Water once per short rest. It requires no components and lasts for as long as you concentrate.
Psychic: You can telepathically communicate with anyone you at least know by name within a mile unless some other effect blocks this. People you know well (which normally includes anyone you’ve adventured with) you can contact as long as either you are on the same plane or between the Astral and Prime Material planes.
Telekinetic: Instead of your normal telekinetic power you may manipulate a number of objects equal to your level weighing no more than 10lbs. Alternatively you may manipulate one object weighing up to 20 times your level. When you make a psychic elemental blast anyone you hit must make an STR save or be knocked prone.
New Invocations:
Extra Elements: Gain a second element
Elemental Harmony: Requires Extra Elements. Gain two more elements
Sword of Power: Requires: Pact of the Blade, Level 11. When you make a cone elemental blast you may use a bonus action to make an attack with your pact blade against an enemy in reach that was in the cone.
Some warlocks don’t make pacts with demons or even the fey. They merely channel the unfettered power of one or more of the elements through themselves like a torrent of raw power. If you are an elementalist pick your element then add the following spells to your spells known
Earth | Air | Fire | Water | Telepathic | Telekinetic | |
1st Level | Longstrider | Thunderwave | Burning Hands | Grease | Command | Shield |
2nd Level | Barkskin | Gust of Wind | Scorching Ray | Lesser Restoration | Detect Thoughts | Levitate |
3rd Level | Water Walk | Lightning Bolt | Fireball | Water Breathing | Beacon of Hope | Protection from Energy |
4th Level | Stone Shape | Freedom of Movement | Wall of Fire | Control Water | Confusion | Resilient Sphere |
5th Level | Wall of Stone | Cloudkill | Flame Strike | Hold Monster | Modify Memory | Creation |
Pact Boons
1st Level - Elemental Boon
You can choose your Eldritch Blast’s damage to be of your element. In addition:
Earth (Bludgeoning): You don’t fall easily. Gain Advantage to all saving throws against falling prone, or falling off somewhere or being unable to cling on.
Air (Electricity): Gain the Message cantrip with no components necessary. Lower falling damage by five times your level
Fire (Fire): You are fire resistant. In addition you can create candle strength fires in the palm of your hand and double or half the intensity of a fire up to your size or that portion of a larger fire.
Water (Cold): You can breathe water. In addition you can pull water out of the air, about a cupful at a time within five feet of you.
Telepathic (Psychic): Gain the ability to talk with anyone within 25’ telepathically
Telekinetic (Force): You can use an action manipulate an object of up to 10lbs/level through the power of your mind. Things you may do with this include manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial.
6th Level: Elemental Blast
Instead of producing multiple eldritch blasts, you can blanket a wide area. Either a ball up to 5’ radius per blast you’d normally get or a cone, 10’ per blast you’d normally get. (so if you’d get three blasts that’s a 30’ cone). You do not have disadvantage on cone attacks for enemies being in melee.
10th level: Elemental Resistance
You have resistance against any elemental damage type you control
14th Level: Elemental Mastery
When your attack does your damage type it has an additional effect:
Earth: You can walk through earth and unworked stone at 5ft/round. Add 5ft for every level above 10th to your normal speed. You may choose whether to leave a tunnel behind you. You may create a hole or barricade out of earth at 5 cu ft/round - or 1/10th this for stone
Air: You may walk with the winds. You need to start and end your turn on a surface but may even dash over the air. The surface you land on doesn’t need to be able to bear your weight.
Fire: Your fire spells ignore resistance and hardness. Even the normally fire-immune are only resistant. Burn Everything!
Water: You may cast Control Water once per short rest. It requires no components and lasts for as long as you concentrate.
Psychic: You can telepathically communicate with anyone you at least know by name within a mile unless some other effect blocks this. People you know well (which normally includes anyone you’ve adventured with) you can contact as long as either you are on the same plane or between the Astral and Prime Material planes.
Telekinetic: Instead of your normal telekinetic power you may manipulate a number of objects equal to your level weighing no more than 10lbs. Alternatively you may manipulate one object weighing up to 20 times your level. When you make a psychic elemental blast anyone you hit must make an STR save or be knocked prone.
New Invocations:
Extra Elements: Gain a second element
Elemental Harmony: Requires Extra Elements. Gain two more elements
Sword of Power: Requires: Pact of the Blade, Level 11. When you make a cone elemental blast you may use a bonus action to make an attack with your pact blade against an enemy in reach that was in the cone.