1 The Howler Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Voice Powers Known 1st +2 Tradition Feature, Elemental Magic,Elemental Knowledge 2 2(1) 1 1st — 2nd +2 Voice is Power 2 3(2) 2 1st 2 3rd +2 Voice of the Future 2 4(2) 2 2nd 2 4th +2 Ability Score Improvement 3 5(3) 2 2nd 2 5th +3 — 3 6(3) 2 3rd 3 6th +3 Tradition Feature 3 7(4) 2 3rd 3 7th +3 Voice of the Future(2) 3 8(4) 2 4th 4 8th +3 Ability Score Improvement 3 9(5) 2 4th 4 9th +4 — 3 10(5) 2 5th 5 10th +4 Wind Wall 4 10(5) 2 5th 5 11th +4 Tradition feature(extra attack(1)/elemental arcanum 6th level) 4 11(6) 3 5th 5 12th +4 Ability Score Improvement 4 11(6) 3 5th 6 13th +5 Elemental Arcanum(7th level)/Elemental Adept Improvement 4 12(7) 3 5th 6 14th +5 Power Word:Wind,Voice of the Future(3) 4 12(7) 3 5th 6 15th +5 Elemental Arcanum(8th level)/Wind Strike/Hurl Throught Earth 4 13(7) 3 5th 7 16th +5 Ability Score Improvement,Power Word:Wind(2) 4 13(7) 3 5th 7 17th +6 Extra Attack(2)/Elemental Arcanum(9th level) 4 14(7) 4 5th 7 18th +6 Wind Wall(2) 4 14(7) 4 5th 8 19th +6 Ability Score Improvement 4 15(7) 4 5th 8 20th +6 Elemental Master 4 15(7) 4 5th 8 Class Features As an Howler, you gain the following class features Hit Points Hit Dice: 1d8 per howler level

1d8 per howler level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per howler level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Deception, Persuasion, Arcana, Survival, Nature, Animal Handling, Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an elemental totem(arcane focus)

(a) a explorer's pack or (b) a dungeoneer's pack

Leather Armor, any simple weapon and 2 daggers Howler Traditions At 1st level, you have reached a communion with the nature and its elements, and now your voice is the voice of the nature and howls like wind. You can choose between two ways of using you power: the tradition of the Wind Weapon or the tradition of the Voice Master, each of which is detailed at the end of class description. Your choice grants you features at 1st level and again at 6th,11th and 15th level.

2 Elemental Magic Your elemental power and the magic bestowed on you by nature itself have given you facility with spells. See chapter 10 of the Player Handbook for the general rules and the last page of this document for the howler spell list Cantrips You know two cantrips of your choice from the howler spell list. You learn additional howler cantrips of your choice as shown in the Cantrips Known column of the Howler table. Spell Slots The Howler table shows how many spell slots you have. The table also shows what the level of those slots is; all your spell slots are the same level. To cast one of you howler spells of 1st level or higher you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are a 5th level, you have two 3rd-level spell slots. To cast the 1st level spell thunderwave you must spend one of those slots, and you cast it as a 3rd-level spell. Spells known of first level and higher At 1st level, depending of what tradition you choose you know 2(if you choose Voice Master) or 1(if you choose Wind Weapon) spells of your choice from the howler spell list. The Spells Known column of the Howler table shows when you learn more howler spells of you choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. The Wind Weapon tradition knows as many spell as are shown in between the parenthesis in Spells Known column, When you reach 6th level, for example, you learn a new howler spell, which can be 1st,2nd or 3rd level. Additionally when you gain a level in this class, you can choose one of the howler spells you know and replace it with another spell from the howler spell list, wich must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an howler spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an elemental totem(cost 1 gp of rare wood and paint) as spellcasting focus for your howler spells. Elemental Knowledge Your communion with the nature itself made you understand many of the ways in which nature speaks, as a result you are able to communicate with any elemental creature. You learn the Primordial language and can also speak each of it's dialects(Auran, Terran, Ignan,Aquan). Voice is Power In your deepening of the communion with the nature you have found ways to use your voice that imbue it with an abiding magical ability. At second level, you gain 2 voice powers of your choice. Your powers options are detailed at the end of the class description. When you gain certain howler levels, you gain additional powers of your choice, as shown in the Voice Powers Known column of the Howler table. Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn and that level. Voice of the future You are starting to master your voice and it's modulation. As an action you can do an ultrasound shout that can only be heard by animals. As an action you focus only on your voice emitting ultrasound waves. You gain blindsight with as much range as you can see nomally in dark(if character doesn't have darkvision is 60 feet) . When you use this ability the effect lasts one hour or until you choose to stop it, then you must do a short rest before being able of using it again. If you are deafened this ability doesn't work. When you reach level 7 and 14 you gain one additional use of this feature. Powers interaction This power is intended to interact with the "Feral Vision" Voice Power, that'll bring your blindsight range to 120 feet. Ability Score Improvement When you reach 4th level, and again 8th,12th,16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Wind Wall When you reach level 10 you start to master the creation of objects with your voice. As a reaction upon being hit by a ranged weapon you craft your shout in a wall of elemental wind. This wall is 20 feet long,20 feet high,5 feet thick and also provides you and up to 3 other creatures three-quarters cover. At the start of your turn the wall shatters. After you use this ability you must finish a short rest before using it again. You gain an additional use of this ability at level 18.

3 Power Word: Wind Starting al level 14 you lean the prime word to command the wind. as an action you shout the word to the creatures in front of you. Every creature in a 20-foot cone in front of you must make a Dexterity or Strength saving thow against your spell save DC. If they fail they can get either knocked prone or pushed 20 feet back, you choose one of this 2 effects before using this ability. You can use this ability once every long rest. When you reach level 16 you can use it twice per long rest. Elemental Master At 20th level you gain the ability to absorb all the energy of the nature that surrounds you. You can spend 1 minute in a magical ritual drawing all energy that you can find to regain all your expended spell slots.Plants, trees and nature in the range of half a mile from you die after you use this ability. Once you regain all your spell slots with this feature, you must finish a long rest before you can do so again. Howler Traditions le lore Voice Master le lore Expanded Spell List The Voice Master lets you choose from an expanded list of spells when you learn an howler spell. The followung spells are added to the warlock spell list for you. Voice Master Expanded Spells Spell Level Spells Cantrip Eldricht Blast 1st Hex, Dissonant Whispers 2nd Aganazzar's Schorcher,Enthrall 3rd Call Lightning,Fear 4th Banishment. Blight 5th Awaken, Tree Stride Voice of the wind Starting at level 1 you decided to follow the path to use all the power is contained in your voice. As an action you focus, drawing your elemental power and calling a strong wind to aid you. The wind work as it had been casted by the Gust of Wind spell. The wind lasts 1 minute or until you fall unconscious. You must finish a long rest before you can use this feature again. Potent Voice Starting at 6th level you only need the power of your voice to cast. Whenever you cast a spell you can ignore the somatic part; if the spell requires only somatic component then for you it becomes only vocal component. You also don't need an elemental totem as a focus anymore, as your voice is now your arcane focus. Elemental Secrets At 11 level you start discovering secrets about nature itself and how all works. Choose one 6th level spell from the howler spell list as this secret. You can cast your secret spell one without expending a spell slot. You mist finish a long rest before you can do so again. At higher levels you gain more howler spell of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level and one 9th level spell at 17th level. You regain all uses of your elemental secrets when you finish a long rest. Hurl Throught Earth Starting at level 15, when you hit a creature with an attack, you can use this feature to instantly transport deep below you thought earth. The creatures finds itself surrounded by dirt and with the pressure of tons of it upon . There is also no oxigen.At the end of the turn, the target returns to the space it previously occupied, or on the nearest occupied space. If the target need to breath to live it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature again, you can't use it again until you finish a long rest. - Wind Weapon Le lore Expanded Spell List Wind Weapon Expanded Spells Spell Level Spells Cantrip Green-Flame Blade 1st Ensnaring Strike, Longstrider 2nd Blur, Misty Step 3rd Vampiric Touch,Elemental Weapon 4th Freedom of Movement,Stoneskin 5th Bigby's Hand, Trasmute Rock Elemental Adept Starting at level 1 you learn how to create a weapon with the pure elemental energy of the wind contained into your voice. You already start with a fully crafted wind weapon, but you also know the ritual needed to create a new one. The ritual takes 10 gp to buy an hilt and other components and 6 hours in which you spill the elemental energy from you voice into the weapon. Choose any simple or martial melee weapon that doesn't have the heavy,reach or special propriety, the weapon gains it's stats and features but the damage done becomes force damage instead of the one stated in the weapon table. The weapon has a raw shape and its edges are not still but alway changing a bit, while still maintaining the form of the weapon you choose to create. You can't have more than one Wind Weapon crafted at a time.

4 You also gain proficiency with medium armor and all shields. Then, at 13th level, you master completely the ritual to craft a weapon. Now you can forgo all previous restrictions about weapon features and you can craft more than one weapon. As a bonus an you can also reshape you weapon form and type in combat. Improved Weapon Affinity Starting at 6th level you are able to channel the elemental powers of your voice into your strikes. Now every time you hit a melee weapon attack with your Wind Weapon you can add half of your Charisma modifier(rounded down;1 minimum) to the damage Extra Attack Beginning at 11th level you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class. Wind Strike(on balancing) Beginning level 15, when you use an Attack action you can use one of the attacks granted by the Extra Attack feature to cast a cantrip. You can't cast more then one cantrip per action. Voice Powers If a voice power has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. Agonizing Blast Prerequisite: eldritch blast cantrip. When you cast eldricht blast, add your Charisma modifier to the damage it deal on a hit. Beast Speech You can cast speak with animals at will, without expending a spell slot. Ice Barrier You can cast Armor of Agathys on yourself at will, without expending a spell slot or material components. Ascendant Step Prerequisite: 9th level You cast levitate on yourself at will, without expending a spell slot or material components. Dreadful Voice You gain proficiency in the Intimidation skill, also you gain the ability to make your voice sound louder at will as with the Thaumaturgy cantrip. Dreadful Word Prerequisite: 7th level You can cast confusion once using an howler spell slot. You can't do so again until you finish a long rest. Elemental Sight You can cast detect magic at will, without expending a spell slot. Eldritch Spear Prerequisite: eldritch blast cantrip. When you casteldricht blast, it's range is 300 feet. Perkins's faithful green Flame Prerequisite: green flame blade cantrip When you cast Green Flame Blade, it's range in 10 feet. Eyes of the Nature servant You can read all writing Minions Of Nature Prerequisite: 9th level You can cast conjure elemental once using an howler spell slot. You can't do so until you finish a long rest. Power Word: Inhale Prerequisite: 5th level Using you voice you inhale all the air in front of you. Every creature in a 20-foot cone in front of you must make a Dc 10 Strength or Dexterity saving throw or being pulled 10 feet closer to you. Slowfalling You can cast feather fall on yourself at will, without expending a spell slot or material components. Wind Walking Prerequisite: 15th level You can cast wind walk at will, without expending a spell slot Misty Visions You can cast silent image at will, without expending a spell slot or material components. Repelling Blast Prerequisite: eldritch blast cantrip. When you hit a creature with eldricht blast, you can push the creature up to 10 feet away from you in a straight line. Wind Paragon You gain 5 extra foot of movement and proficiency in the Stealth skill. Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane o f existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.