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drawingfreak
2014-12-25, 06:53 PM
In my campaign setting (mentioned in the Dtorv (http://www.giantitp.com/forums/showthread.php?389541-New-Race-Dtorv) thread), the elementals of this world's dawn war are also this world's dragons. Due to their prominence in the lore and some major factions I wanted to introduce, I wanted to add this option to the Warlocks, giving them an opportunity to work with the power of dragons.

It is incomplete and I had to invent a few more spells to fill some gaps, but I need assistance filling in the gaps.

Warlock: Wyrm Pact
You have met a lesser elemental dragon, most likely a newborn or a runt, that wishes to help you achieve greatness. You agree to its terms and your souls fuse into one.

Draconic Fusion. When you agree to merge with a lesser dragon elemental, choose which element you wish to join with: air, earth, fire, ice, lightning, water, wood.




1st
2nd
3rd
4th
5th


Air
fog cloud
gust of wind
wind wall
freedom of movement
cloudkill


Earth
longstrider
heat metal
meld into stone
stoneskin
wall of stone


Fire
burning hands
scorching ray
fireball
fire shield
flame strike


Ice
chilling fog*
hail*
sleet storm
ice storm
cone of cold


Lightning
thunderwave
shatter
lightning bolt
???
???


Water
create or destroy water
???
water breathing
control water
???


Wood
entangle
barkskin
plant growth
grasping vines
tree stride


*new spell

Dragon Scales. Starting at 1st level, you may cloak yourself in the element of your choice. You cannot use this again until after a short or long rest.


Air- As a reaction to a ranged attack, you can cause the attack to automatically miss unless the roll was a critical hit. Any fires within 5 feet of you are also extinguished.
Earth- As a reaction to a melee or ranged attack, cause the attack roll to have Disadvantage. Until the beginning of your next turn, all non-magical weapon attacks against you have Disadvantage, but your speed is also reduced by half.
Fire- As a bonus action, you can temporarily cloak yourself in fire, causing 1d4 fire damage to all creatures within 5 feet of you. Additionally, anything flammable within the area is caught on fire on a roll of 4.
Ice- As a bonus action, you can temporarily cloak yourself in freezing fog, causing 1d4 cold damage to all creatures within 5 feet of you. Additionally, any mundane, non-animated plant within the area is killed on a roll of 4.
Lightning- As a bonus action, you can temporarily cloak yourself in lightning, causing 1d4 lightning damage to all creatures within 5 feet of you. Additionally, each creature in the area must make a Constitution saving throw against your Warlock Spell save DC. On a failed roll, the creature has Disadvantage on all Strength, Dexterity, and Constitution based rolls until the beginning of your next turn.
Water- As a reaction to being hit with an attack or spell that deals fire damage, gain resistance against that attack's damage.
Wood- As a reaction to a melee or ranged attack, add +2 to your AC before the results are given. The bonus lasts until the beginning of your next turn.


Level 6 Feature. ???

Summon Lesser Dragon. At level 10 as an action, you can cast conjure minor elemental. You cannot use this feature again until after a short or long rest.

Level 14 Feature. ???

Chilling Fog
1st-level evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree killed in a frost storm)
Duration: Concentration, up to 1 minute

A freezing fog envelops the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 cold damage, and one each of your turns for the duration, you can use your action to deal 1s12 cold damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range of if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Hail
2nd-level evocation

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration,up to 1 minute

You summon a hail storm that pelts your enemies with coin-sized ice in a 20-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature that begins its turn or moves into the cylinder must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage and 1d6 cold damage on a failed save, half as much damage on a successful one.

At Higher Levels. Increase the damage for each damage type by 1d6 per level above 2nd.


In summary, on top of the typical judgement and balance speculation, I need:

Spells: Lightning Lvl 4 and 5, Water Lvl 2 and 5
Level 6 feature
Level 14 feature