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Warlock

Archomental

No matter their alignment Archmentals only care for the betterment of their native element. The only differences are the specific ways each Archomental goes about it change. They grant spells and familiars to those that follow them as they garner support in the neverending struggles between their opposing factions. They are divided between the Elemental Princes of Good and Evil.

Ben-Hadar, Prince of Good Water Creatures

Ben-hadar was a gruff warrior who seemed loud, boisterous, arrogant, and aggressive, but on the inside he was serene as a still pool. He was a deeply emotional and intuitive person, and one who would sacrifice himself to save his plane and his followers, whom he deeply cared for and nurtured as needed. The biggest flaw in his personality was his unwillingness to look beyond the Plane of Water.

Terms: You are charged with protecting the purity of the sea and its denizens.

Punishments: Water turns to salt water in your mouth.

Chan, Princess of Good Air Creatures

Chan was a master of calm breezes and gentle sounds, patiently watching the forces of evil. When angered, however, she could rage like the fiercest winds and tornadoes. She was a gracious host to guests who visited her home, though she spent most of her time wandering the Plane of Air, quietly seeking to further the cause of good. Because of her actions, she ruled more by reputation than by word.

Terms: You are charged with protecting the freedom of air creatures and freeing those that have been tethered.

Punishments: Air turns to smoke as you breathe it.

Sunnis, Princess of Good Earth Creatures

Sunnis was a gentle individual who treated her servants as cherished children. Despite her kindness, she was not passive, and was no less opposed to evil than her fellow Princes of Elemental Good.

Terms: You are charged with protecting the underground inhabitants of the earth and heeding their call.

Punishment: The ground you walk upon becomes quicksand.

Zaaman Rul, Prince of Good Fire Creatures

He was honorable and courageously stood against evil, though many considered him naïve and inexperienced as the newest of the Archomentals. He was thoughtful and diplomatic, but had little patience for people who lacked tact, honesty, or etiquette, and was as much a creature of action as of communication. The Resilient Ember was enthusiastic in everything he did.

Terms: You are charged with undermining Immix and all his machinations.

Punishments: Metal becomes too hot for you to handle.

Immix, Prince of Evil Fire Creatures

Imix was passionate, quick to anger, vain, paranoid and prone to jealousy. He seemed to have an endless supply of energy, which was spent on schemes that were always to the detriment of others. He was noted as a masterful tactician and was very creative but his overconfidence and haughtiness caused him to rush into situations and he easily became frustrated when things didn't go according to his plans. He destroyed any who refused to acquiesce to him.

Terms: You must maintain favor with him through gifts of combustible, man made creations and sacrifices.

Punishments: Your Fire based spells burn you.

Ogremoch, Prince of Evil Earth Creatures

Ogrémoch was wholly selfish, regarding all the wealth within the earth as his own. This was not because he needed the wealth, but because of the principle of the thing. What he could not crush under his massive form, he outlasted. Ogremoch always thought in the long term, usually devising not just one but three schemes for each of his upcoming projects. Others might have mistaken him for a slow thinker, but in truth, Ogremoch killed his enemies just as swiftly as other deities, but only if he saw no further opportunity to use them.

Terms: You swear to defend the treasures of the Earth as Ogremoch views all under the earth as his property.

Punishments: Sinkholes form beneath you.

Olhydra, Princess of Evil Water Creatures

Olhydra delighted in creating dangerous and destructive manifestations of water. She was eager to smash any vessel in her realm and destroy any city and town within her reach. She could surge forth tirelessly and relentlessly, but was patient enough to know when to draw back and when to attack, eroding her opponent. Of all the Princes of Elemental Evil, she was the most interested in mortals. She recognized pirates and seafaring raiders as her agents, whether they knew it or not, because they reddened the water with blood and occasionally dropped treasure into her clutches. She sometimes spared the worst of them, knowing they would deliver others to her.

Terms: You are sworn to sink vessels that are not pirates into Olhydra’s depths and are to aid ships sailed by pirates as they often bring her more victims.

Punishments: Your body slowly turns to ice.

Yan-C-Bin, Prince of Evil Air Creatures

Yan-C-Bin was flighty and quick to react to things, but he was also a rational thinker with a desire for intellectual stimulation and a love of scholarly pursuits. It was said that all creatures in the sky of any plane feared Yan-C-Bin. But he also had a strong sense of honor and would generously reward those who helped him.

Rewards: He is the hardest Evil Elemental Prince to please, but if he is pleased, through destruction of other elementals or inhabited pieces of the material plane he is also the most generous

Punishments: Air becomes poisonous to you causing a variety of effects as determined by your DM similar but not limited to effects such as Stinking Cloud or Cloudkill.

Level Bend-Hadar/ Olhydra Chan/ Yan-C-Bin Sunnis/ Orgemoch Zaaman Rul/ Immix
3Ray of Frost, Armor of Agathys, BlurGust, Fog Cloud, Dust DevilMold Earth, Earth Tremor, Locate ObjectFirebolt, Burning Hands, Heat Metal
5Water WallHasteMeld Into StoneFireball
7Ice StormFreedom of MovementGravity SinkholeWall of Fire
9Cone of ColdCloudkillTransmute RockImmolation
Element Companion
AirPegasus
EarthGargoyle
FireAzer
WaterPlesiosaur (Flying speed equal to its movement speed)
Element Companion
AirGriffon
EarthAnkheg
FireTwo-Headed Cerberus
WaterMerrow (Flying speed equal to its movement speed)

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Boon of the Elemental Princes of Good or Evil

The innate blessings of the Elemental Princes flow through you, changing your body.

Good: You gain an unarmored defense of 10 + your CHA modifier (Minimum 1) + your CON modifier (Minimum 1) as natural forces swirl around you such as a breeze, shimmering dew, gentle embers, or thick dust.

Evil: Your body becomes incorporated with an element such as a fiery arm, or an azure watery ribcage, stony legs, or an emerald gale instead of hair. You can use an action to become more fully incorporeal for one minute. You can move through creatures and objects as though they were Difficult Terrain in this state. If you end your turn within an occupied space you take 2D8 Force damage and are moved to the nearest unoccupied space. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 6

Strike of the Elemental Princes of Good or Evil

You can enhance your attacks or heal yourself with the latent energy in between planes.

Good: Once per long rest when you deal combat damage you can use a bonus action to gain temporary hit points equal to your Warlock level as the elements are drawn into you and bolster you.

Evil: Once per long rest when you deal combat damage you can use a bonus action to add damage equal to half your Warlock level. The damage can be Acid or Necrotic as evil energy seeps into the strike.

Lv 10

Armor of the Elemental Princes of Good or Evil

Good: When you cast a spell from your Archomental spell list, you gain a bonus to your AC equal to the spell’s level until the end of your next turn (No action required) as armor of elemental energy forms around you. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Evil: When you cast a spell from your Archomental spell list, you gain temporary hit points equal to five times the spell's level (No action required) as the elements within the spell cover you in a fierce light. While you have temporary hit points from this feature, if a creature hits you with a melee attack you can use your reaction to deal 1D6 + CHA modifier (MInimum 1) Fire, Cold, Thunder, or Poison damage to a target you can see within 5 ft of you. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 14

Companion of the Elemental Princes of Good or Evil

Your bond with the Elemental Planes invigorates your Find Familiar spell giving you new and powerful options. The options summoned this way are Elementals in type.

Good

Evil