aka: Living Energy, Awakened Energy
Your patron is a being of sentient energy. Perhaps they originate from one of the elemental planes, or the positive or negative energy planes. Perhaps they were once born from magic and have since grown beyond their creators. They may also be ordinary flesh and blood creatures that posses great magic.
However your patron manifests, you share in small measure of their energy and power to control it. The energy flows through your body ready to unleash destruction at any moment.
The energy being lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Additionally, when you cast one of these spells, you can change the damage type to the one associated with your Energetic Affinity feature. When you do so, the appearance of the spell may change to reflect the new type, such as Ice Knife flinging a bolt of lightning rather than ice.
Spell Level. 1st Level. Burning Hands, Ice Knife, Shield2nd Level. Scorching Ray, Spike Growth3rd Level. Fireball, Protection from Energy, Spirit Guardians4th Level. Ice Storm, Vitriolic Sphere5th Level. Cone of Cold, Holy Weapon, Steel Wind StrikeNarrow down to 2 each (non-warlock only)Wall of X spellsMore control/utility spells?Should it force the warlock to change type? (it might make lore sense but still probably shouldn't)
At 1st level, chose one of the following damage types; acid, cold, fire, lightning, necrotic, poison, psychic, radiant or thunder. You have resistance to that damage type.
Additionally, you gain further benefits when you acquire certain Pact Boons at 3rd level:
Pact of the Blade. You can change your pact weapon's damage type to the chosen type.
Pact of the Chain. Your familiar gains resistance to the chosen damage type. In addition, you can use your Charged Strike feature with your familiar's attacks.
Pact of the Shield. While you are wielding your pact shield, any creatures you choose within 5ft of you also have resistance to the chosen damage type.
Pact of the Talisman. Wearer reduces incoming damage of type by prof? Wearer ignores resistance to type? Wearer deals damage to those who attack it?
Pact of the Tome. When you deal damage with a warlock cantrip, you can change the damage type to the chosen type.
Starting at 1st level, once per turn, when you deal damage to a creature with a weapon or spell, you can deal an extra 1d6 damage to the target of the type associated with your Energetic Affinity feature.
Starting at 6th level, you can use an action to surround yourself with a violent storm of energy to a distance of 15 feet. The storm lasts for 1 minute, or until you lose concentration (as if you were concentrating on a spell). The storm resembles your Energetic Affinity, such as a cloud of poison gas, a freezing snow storm or a swarm of rude spirits hurling psychic insults.
For the duration, the area is considered heavily obscured. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes a number of d8s of damage equal to your proficiency bonus. The damage is of the type associated with your Energetic Affinity feature. On a successful save, the creature takes half as much damage.
You are unaffected by the storm and can see through it. When you create the storm, you can designate a number of creatures equal to your proficiency bonus you can see to also be unaffected by it.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
too similar to some spells? (spirt guardians)
Could make this stronger but higher level
Starting at 6th level, you can incapacitate your enemies with a precise application of energy. When you deal damage of the type associated with your Energetic Affinity feature to a creature, you can use a bonus action to force that creature to make a Constitution saving throw against your spell save DC. On a fail, the creature is incapacitated until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Could replace Destructive storm (and then give spirit guardians as spell)
Stunned instead? (definitely per LR if so), would be slightly less frequent than monk's stunning strike but can be done at range or with AoEs
Starting at 10th level, you can utilize your energy to take flight. As a bonus action, you can gain a flying speed equal to your walking speed for 1 minute, during which you can hover. In addition, once per turn, if you fly 15ft or more in a straight line before impacting a solid surface, such as the ground or a wall, you can choose to deal damage equal to twice your proficiency bonus to all creatures within 10ft of you. The damage is of the type associated with your Energetic Affinity.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Also push back?
double walking speed (without being slowed by climbing/swimming) instead?
10mins instead?
At 14th level, you gain immunity to the damage type associated with your Energetic Affinity feature.
In addition, when you would take damage of the associated type, you instead absorb some of the energy for future attacks. When you next use your Charged Strike feature before the end of your next turn, the extra damage increases to 2d6.
At xth level, you gain resistance to another damage type based upon the one associated with your Energetic Affinity feature. Consult the table below to determine the type for your bonus resistance.
Energetic Affinity Type | Bonus Resistance Typeacid | poisoncold | firefire | coldlightning | thundernecrotic | radiantpoison | acidpsychic | force?radiant | necroticthunder | lightningNot sure about this, maybe only use this if I opt for paired types after all
Starting at 10th level, you can use an action to transform yourself into a form of pure energy for 1 minute. The effect ends early if you choose to end it (no action required), or if you are incapacitated.
While in this form, you are immune to non-magical bludgeoning, piercing and slashing damage. You are also immune to the damage type associated with your Energetic Affinity feature, if you would take damage of this type, you instead gain temporary Hit Points equal to the damage you would have taken. You have a flying speed equal to your walking speed and can hover. Finally, when you move within 5ft of a creature for the first time on a turn, you can deal damage to them equal to your proficiency bonus. The damage is of the type associated with your Energetic Affinity feature.
Starting at 10th level, when you roll damage of the type associated with your Primordial Affinity feature, you can choose to deal maximum damage instead of rolling.
(Max damage 5th level fireball?)
Alternatively, when a creature you can see within 30ft rolls damage of the same type, you can use a reaction and force them to deal minimum damage instead of rolling.
Once you use this feature, you must finish a short or long rest before you can use it again.
prof per LR instead?
Starting at 10th level, you can use a bonus action to surround yourself with destructive energy for 1 minute, or until you dismiss it (no action required). For the duration, your movement does not provoke opportunity attacks. In addition, when you move within 5ft of a creature or an object that isn't being worn or carried, you can deal damage to them equal to your charisma modifier. The damage is of the type associated with your Energetic Affinity feature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 6th level, when you or a creature or object you can see within 30ft takes damage of the type associated with your Energetic Affinity feature, you can use a reaction to increase or decrease (your choice) the damage they take by 2d6 + your Charisma modifier (to a minimum of 0).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I'm worried about making basically all the features some variation of extra damage, may need a bit more variety.
Maybe move the damage to another target instead?
In addition, when you would take damage of the associated type, you instead gain temporary Hit Points equal to the damage you would have received.
In addition, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Additionally, you gain further benefits for certain Pact Boons:
Pact of the Blade.
Pact of the Chain. Your familiar gains immunity to the associated damage type.
Pact of the Shield. While you are wielding your pact shield, any creatures you choose within 10ft of you also have resistance to the chosen damage type.
Pact of the Talisman.
Pact of the Tome.