1 Chaos Bolt, Earth Tremor
2 Rimes Binding Ice, Prayer of Healing
3 Fireball, Conjure Barrage
4 Control Water, Storm Sphere
5 Animate Objects, Circle of Power
Gain the Firebolt and Frostbite Cantrips for free.
Earthen Heart
Wielding elements the way Telarra did you tune your body to the elements you project. Gain resistance to the element you project until the end of your next turn.
Winds of Change
At lvl 6 you begin to grasp at the air currents. You may add 1d4 to an attack, check, or savings throw. You have uses equal to your proficiency bonus. They refill on rest.
Waters of Life
At lvl 10 gain spare the dying and when used on an unconscious target the target will also gain 5 HP and become conscious. This can only be used 3 times before a short or long rest
Fires of Passion
At lvl 14 you can hold onto the elements you wield. You charge yourself with the element you last used adding 1d10+CHA of that elements damage to your next attack.
Use Force for Earth
Healing spells add Radiant
1 Ray of Sickness, Command
2 Alter Self, Tashas Mind Whip
3 Animate Dead, Bestow Curse
4 Evards Black Tentacles, Sickening Radiance
5 Insect Plague, Contagion
Gain Mind Sliver and Toll the Dead Cantrips for free
Altered Body
At lvl 1 your body alters under the corruption and you gain resistance to Fire and Necrotic damage
Maw of Madness
At lvl 6 a gaping maw begins to form within your chest as your body continues to change. You can open it to expose the teeth within and make targets make an INT save or be frightened for 1 min
A Touch of Heart
At lvl 10 you can produce a small Heart of Kaladros in your chest. You can use an action to open your Maw and eject it from your chest up to 10 feet. This act will force all enemies who see it make a DC 14 INT save or be frightened for 1 min. The Heart will produce 1d4 small corruptions. The corruptions have an AC of 10 and 4HP. They behave on their own and move to attack nearby enemies. You have uses equal to your Proficiency. Uses refill on short or long rest.
His Will Made Real
At lvl 14 The Corruption your Heart of Kaladros produces can be controlled and directed to attack what you choose. As a bonus action you can command them to attack a target of your choice
Inflict Wounds and Magic Missile
Blindness/Deafness and Moonbeam
Feign Death and Glyph of Warding
Phantasmal Killer and Giant Insect
Cloudkill and Wall of Force
1 Eyes in the Dark
You gain 120ft Darkvision and can see in magical darkness
6 Shadow Minions
You gain a Shadow Charge allowing you to summon a Shadow to fight for you. This charge is restored on a long rest. You can summon a Shadow using a spell slot or as a Ritual should you not have the charge. The Spell or Ritual cannot be used if you already have a Shadow. You can have as many Shadows as your Proficiency. New Shadow creation from your existing Shadow produces a new loyal Shadow to you
Projected Shadow
You can consume your Shadows to convert them into lumps of darkness that can be fired at your enemies. Consuming Shadows costs an action however firing the lumps can be done as a bonus action. Each lump deals 1d6+2 Psychic damage. Use a spell attack for the roll. Spell hits automatically if the target is in magical darkness.
10 Shadowbending
Darkness is your domain. In darkness you have advantage on stealth checks and you can hide as a bonus action. You also gain +2AC when in the dark.
Two Shadows are summoned when you use the Shadow Minion effect
You can now Comsume Lumps of Darkness and recieve 1d4 Healing.
14 Shadowed Bond
You wield your Shadows and darkness with deadly efficiency. You can extend your Shadow up to 30ft to a number of targets equal to half your Proficiency. A target must suceed a DEX save or it will become Shadow Locked. A Shadow Locked target recieves damage that you recieve instead of you. This damage can be divided as you choose but is capped at 50% of the damage you took.
Three Shadows are summoned with the Shadow Minion effect
Shadows created beyond max capacity are automatically converted into Lumps of Darkness.
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