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Foxydono
2016-10-31, 09:14 PM
I made elemental familiars for the warlock, looking for some feedback :)

While the elemental familiars all have their benefits, I would like to point out that they lack the invisibility and the magic resistant trait that most warlock familiars have. Also, they do not enjoy stealth or a perception bonus so they are a lot more vulnerable. I tried to fix this by giving some of the elementals a slightly higher AC.

Air Elemental, Tiny (neutral)
Armor Class 15
Hit Points 7
Speed 0 ft., fly 60ft. (hover)
STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 7 (-2) WIS 10 (+0) CHA 6 (-2)

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Au ran, Common

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Telepathic Bond. While the two are bonded, the master can communicate telepathically with the elemental and senses what the elemental senses if they are within 1 mile of each other. While the elemental is within 10 feet of its master, he gains the hover ability.

Action: Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 +4 bludgeoning damage.

Earth Elemental, Tiny (neutral)
Armor Class 17
Hit Points 10
Speed 20ft., burrow 20ft.
STR 18 (+4) DEX 8 (-1) CON 16 (+3) INT 7 (-2) WIS 10 (+0) CHA 5 (-3)

Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60ft., tremorsense 20ft., passive Perception 10
Languages Terran, Common

Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Telepathic Bond. While the two are bonded, the master can communicate telepathically with the elemental and senses what the elemental senses if they are within 1 mile of each other. While the elemental is within 10 feet of its master, he gains the ability to burrow together with the elemental.

Action: Melee Attack: +4 to hit, reach 10ft., one target. Hit: 1d8 + 4 bludgeoning damage.

Fire Elemental, Tiny (neutral)
Armor Class 13
Hit Points 8
Speed 40 ft.
STR 10 (+0) DEX 17 (+3) CON 16 (+3) INT 7 (-2) WIS 10 (+0) CHA 7 (-2)

Damage Vulnerability: cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages lgnan, Common

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d6) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d6 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d6 fire damage at the start of each of its turns.

Telepathic Bond. While the two are bonded, the master can communicate telepathically with the elemental and senses what the elemental senses if they are within 1 mile of each other. While the elemental is within 10 feet of its master, he gains immunity to fire.

Action: Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 3 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.

Water Elemental, Tiny (neutral)
Armor Class 14
Hit Points 9
Speed 20ft., swim 60 ft.
STR 16 (+3) DEX 14 (+2) CON 18 (+4) INT 7 (-2) WIS 10 (+0) CHA 8 (-1)

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Aquan, Common

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Telepathic Bond. While the two are bonded, the master can communicate telepathically with the elemental and senses what the elemental senses if they are within 1 mile of each other. While the elemental is within 10 feet of its master, he can swim at his normal speed and breath under water.

Action: Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage.

Foxydono
2016-11-01, 09:17 AM
To give some more background information. I am playing "Princes of the Apocalypse: Elemental Evil" and we currently have a group consisting of four players. If we wipe (I don't hope we do of course), I thought it would cool if all players make a new character that take at least 3 warlock levels. Storywise you could say that we joined the same cult and made a pact with the "Fused Elemental" being. This is a creature consisting of all the elements and its main goal is to maintain the elemental balance in the universe. It therefore makes sense to investigate the Earth Cultists as they are growing too strong and disrubt the balance.

To make the group diverse we could have: bard/warlock, paladin/warlock, sorcerer/warlock and a rogue/warlock (or a singleclass warlock). If all players and the DM agree with this idea of course. One of my other ideas was that the four elemental familiars could fuse together like their patron:

If all masters command it, as an action, the elementals can fuse together into a medium being made from the four elements. This can only be done if the four elemental familiars are within 10 feet of each other. The elemental gains legs made of air, a body made of fire, arms of earth and a head composed of water. This can be done once a per short rest for up to 10 minutes and it requires concentration to maintain this form. If the concentration breaks, the elemental breaks up into the original four familiars which can act as normal during their masters’ turn. Any damage taken is divided by four (rounded up) and transferred to each familiar individually.

Fused elemental, medium (neutral)
Armor class 15
Hit points (combined HP of all the elementals)
Speed: 35 ft. (hover), 20 ft. burrow, 30 ft. swimming
Str 14 (+2), Dex 14 (+2), Con 16 (+3), Int 7 (-2), Wis 10 (+0), Cha 6 (-2)

Concentration check: +3 with advantage
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities: poison, fire
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.
Senses: darkvision 60ft., tremorsense 20 ft., passive Perception 10
Languages: Aquan, lgnan, Au ran, Terran and Common

Initiative: the elemental rolls its own initiative upon fusing. The elemental doesn’t act independently, but obeys its masters. The action of the elemental creature is decided by a majority vote of their masters. If the vote is tied, then the creature doesn’t move and takes a dodge action.

Elemental form: the elemental can breathe and act underwater normally. The elemental can also burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. The elemental can no longer enter a hostile creature's space and stop there. It can neither move through a narrow space as is could while in tiny form.

Telepathic Bond. While the elements are fused, the masters of the different familiars can communicate telepathically with the fused elemental and sense what the elemental senses if they are within 1 mile of each other. While the elemental is within 10 feet of their masters, they gain the hover ability, fire immunity, the ability to swim at their normal speed and breath under water and they can burrow together with the elemental through non-magical, unworked earth and stone.

Action: Two Melee Attacks (Multiattack): +3 to hit, reach 10 ft., one target. Hit: 1d8 + 3 bludgeoning damage.

Foxydono
2016-11-05, 07:28 AM
There doesn't seem to be much love for homebrew warlock familiars. Is it because they are too specific or did I make them too stong perhaps? Anyway, I made an expended spell list for each seperate element for those who are interested :)

Spell level Expended spell list warlock (Earth)
Cantrip Mold Earth
1st Earth Tremor, Absorb Elements
2nd Earth Bind, Pass Without Trace
3rd Erupting Earth, Slow
4th Stone Shape, Stone Skin
5th Wall of Stone, Conjure Elemental

Spell level Expended spell list warlock (Fire)
Cantrip Control Flames
1st Faerie Fire, Absorb Elements
2nd Pyrotechnics, Heat Metal
3rd Flame Arrow, Fireball
4th Wall of Fire, Fire Shield
5th Immolation, Conjure Elemental

Spell level Expended spell list warlock (Water)
Cantrip Shape Water
1st Create or Destory Water, Absorb Elements
2nd Alter Self, Blur
3rd Water Breathing, Water Walking
4th Watery Sphere, Control Water
5th Maelstrom, Conjure Elemental

Spell level Expended spell list warlock (Air)
Cantrip Gust
1st Feather Fall, Absorb Elements
2nd Levitate, Gust of Wind
3rd Fly, Gaseous Form
4th Storm Sphere, Freedom of Movement
5th Control Winds, Conjure Elemental