Before gods shaped the cosmos and mortals carved civilizations from the bones of creation, there were the Primordials—titanic beings of raw elemental essence, neither wholly divine nor mortal. These ancient entities are the living embodiments of earth, fire, water, fire, mixtures of these, or even stranger forces. Unlike gods who seek worship and devotion, Primordials act upon instinct and intuition. Some see warlocks as mere extensions of their power, conduits through which their boundless fury or inscrutable purposes manifest. Others view them as necessary emissaries—mortal minds bound to immortal forces, tasked with enforcing their elemental dominion or enacting vengeance upon those who would shackle the natural world.
A warlock bound to a
Primordial wields the untamed power of the elements, their magic resembling the raw, unrefined forces of creation itself. Their bodies may crackle with lightning, radiate intense heat, be coated with solid stone, or drip with ceaseless seawater, clear marks of their patron's influence. Whether serving as heralds of a rising storm, enforcers of balance among the elements, or desperate mortals clinging to the might of the nearly forgotten colossi, warlocks of the Primordials walk a path as volatile as the entities that empower them.
Patron Spells
1st-Level Warlock (The Primordial) Feature
You gain patron spells at the warlock levels listed. These spells do not count against your spells known.
You gain spells aligned with your patron's element, as chosen in the Elemental Affinity trait.
Air Primordial
Earth Primordial
Fire Primordial
Water Primordial
Primordial's Blast
1st-Level Warlock (The Primordial) Feature
When you cast your eldrich blast, you can choose to change the damage type to the type chosen in your Elemental Affinity.
Air: Lightning
Earth: Acid
Fire: Fire
Water: Cold
Additionally, when you score a critical hit with your eldritch blast and deal the damage type associated with your patron, the following additional effect happens:
Air: The target is lifted into the air, as by the Levitate spell, until the end of your next turn.
Earth: The target is knocked Prone and Restrained until the end of your next turn.
Fire: The target ignites, taking 1d10 fire damage at the start of each of its turns for 1 minute. The target can make a Dexterity saving throw at the end of each of its turns, ending this effect on a success.
Water: The target is engulfed in swirling waters for 1 minute. During this time, the target's speed is halved, and they cannot take the Dash, Dodge, or Disengage actions. The target can make a Strength saving throw at the end of each of its turns, ending this effect on a success.
Elemental Affinity
1st-Level Warlock (The Primordial) Feature
Your body and soul have been attuned to the primordial forces, granting you benefits based on your chosen element. Once you choose an element, you cannot change this choice later.
Air: You gain a flying speed equal to your walking speed, but you must end your turn on solid ground or fall. Additionally, you can speak, read, and write Auran.
Earth: You gain the Tough feat, even if thou do not meet its prerequisites, and you have advantage on all Strength saving throws and checks against being moved against your will or knocked Prone. Additionally, you can speak, read, and write Terran.
Fire: You gain resistance to fire damage, and when you hit a creature with a melee attack, you can deal an additional 1d4 fire damage. Additionally, you can speak, read, and write Pyric.
Water: You gain resistance to cold damage, can breathe both air and water, and gain a swim speed equal to your walking speed. Additionally, you can speak, read, and write Thalassic.
Pact Focus: Eldritch Mote
3rd-Level Warlock (The Primordial) Feature
Dedicated to the Primordial, you can select this option instead of one of the pact foci available to all warlocks when you gain the option to choose one at 3rd level.
You manifest a mote of elemental energy, which floats near you in a shape of your choosing. As long as you are conscious, you gain an aura of elemental energy in a 10-foot radius. This aura grants a bonus depending on your element, as chosen in your Elemental Affinity feature:
Air: Creatures of your choice that start their turn within your aura gain a +10 bonus to all movement speeds, and they can take the Dash action as a bonus action once per turn.
Earth: Creatures of your choice that start their turn within your aura gain temporary hit points equal to your Warlock Power Reservoir and can take the Dodge action as a bonus action once per turn.
Fire: Creatures of your choice that start their turn within your aura shed bright light in a 10-foot radius and dim light an additional 10 feet after. Each of these creatures deal an additional 1d6 fire damage with weapon attacks they make. Your Eldritch Blast benefits from this bonus damage as well.
Water: Creatures within your aura ignore difficult terrain and regain hit points equal to your Warlock Power Reservoir when they start their turn in the aura while Bloodied, but only if they have at least 1 hit point.
Additionally, when you cast a warlock spell of 1st level or higher, you can cause the aura to burst outward. Creatures of your choice within the aura take damage equal to 1d10 + your Warlock Power Reservoir. This damage is of a type matching your Elemental Affinity.
Manifest Elemental Might
6th-Level Warlock (The Primordial) Feature
Your body changes based on the elemental energy you wield. When you cast a warlock spell or use your Eldritch Blast and deal the damage type associated with your patron, as chosen in your Elemental Affinity feature, you gain one of the following benefits:
Air: When you cast a spell that deals lightning damage, your speed increases by 15 feet and you gain a +1 bonus to Dexterity saving throws until the start of your next turn. At level 17, this bonus increases to a +2.
Earth: When you cast a spell that deals acid damage, until the start of your next turn, when creature within 5 feet of you that hits you with a melee attack it takes acid damage equal to 1d6 + your Warlock Power Reservoir.
Fire: When you cast a spell that deals fire damage, until the start of your next turn when a creature ends its turn within 10 feet of you, it takes fire damage equal to your Warlock Power Reservoir.
Water: When you cast a spell that deals cold damage, until the start of your next turn, you gain a +1 bonus to your AC. At level 17, this bonus increases to a +2.
Primordial Resilience
10th-Level Warlock (The Primordial) Feature
Your connection to the elements fortifies your body. You gain one of the following benefits, depending on the element of your patron as chosen in your Elemental Affinity feature:
Air: You gain a flying speed equal to your walking speed, and you can hover.
Earth: You gain a burrow speed equal to your walking speed, and gain out to a range of 30 feet.
Fire: You are immune to the damage from non-magical fires, and when you take fire damage, you can use your reaction to become immune to that source of damage. You can use this feature a number of times equal to your Warlock Power Reservoir, regaining all expended uses when you finish a long rest.
Water: When you take damage from an attack or spell, you can use your reaction to become fluid-like, reducing the damage by an amount equal to your Warlock level and immediately shifting up to half your speed. You can use this feature a number of times equal to your Warlock Power Reservoir, regaining all expended uses when you finish a long rest.
Unleash the Primordial
14th-Level Warlock (The Primordial) Feature
As an action, you briefly become a true avatar of elemental power. For 1 minute, you gain one of the following benefits based on your chosen element from your Elemental Affinity feature. While in this form, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical sources:
Air: You become a whirlwind, gaining a flying speed of 90 feet. As a bonus action, you can force a creature you can see within 15 feet of you to make a Strength saving throw, being launched 30 feet into the air on a failure. You are vulnerable to acid damage while in this form.
Earth: You become an unstoppable juggernaut, gaining resistance to all damage. Whenever you hit a creature standing on the ground with a melee weapon attack, you deal an additional 2d8 bludgeoning damage. You are vulnerable to thunder damage while in this form.
Fire: You become a raging inferno, shedding bright light in a 30-foot radius, and dim light an additional 30 feet after that. Creatures of your choice that end their turn within 15 feet of you must make a Dexterity saving throw, taking 3d10 fire damage on a failure, or half as much on a success. You are vulnerable to cold damage while in this form.
Water: You become a raging tide, gaining immunity to cold damage. As a bonus action, you can summon a 30-foot wave, forcing creatures of your choice in its path to make a Strength saving throw, being knocked Prone and pushed 20 feet away on a failure, or pushed 10 feet away and not knocked prone on a success. Any creature that fails this saving throw takes 3d10 bludgeoning damage, or half as much on a success. You are vulnerable to fire damage while in this form.
Whenever you deal damage of your associated patron's type, you ignore resistance and treat immunity as resistance.
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