Elemental Contract - Warlock Patron
Varoc, the deity of Matter & Element, doesn't usually make direct pacts. Instead, most warlocks form a bond with a high-ranking elemental, an age-old entity, or a powerful elemental guardian who serves Varoc. A key tenet to form such a bond is a firm belief in one of the patron's religions, either the Angshire Spirits or Varocism.
Warlocks who pledge their service to these elemental forces gain power over the primary elements, channeling their might into devastating spells and unique abilities. With the ever-present force of nature guiding their path, these warlocks are known to shape the very battlefield itself.
Once per long rest, you can cast the spell Summon Elemental without expending a spell slot, using any components or concentration. The spell is cast at its original level.
Channeling the raw essence of your elemental bond, when you cast Eldritch Blast, you can infuse the force with a chosen element, adding half your CHA mod (rounded up) in fire, cold, acid, or lightning damage to the regular force damage. The visuals of the blast change to mirror the element you've chosen, whether it's a fiery blaze, icy shards, corrosive liquid, or an electric surge.
Expanded Spell List
The Elemental Contract 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.1st Level
Burning Hands, Absorb Elements2nd Level
Aganazzar's Scorcher, Gust of Wind3rd Level
Fireball, Sleet Storm4th Level
Wall of Fire, Control Water5th Level
Conjure Elemental, ImmolationElemental Attunement
At 1st level, you gain an intimate bond with a particular element, granting you specific resistances:Fire
The roaring flames become allies instead of threats. You gain resistance to fire damage.Water
The chilling embrace of icy waters feels invigorating rather than threatening. You gain resistance to cold damage.Earth
Solid stone and crushing pressures are but gentle touches to you. You gain resistance to bludgeoning damage.Air
The striking force of thunder and lightning are sounds and sights of beauty, rather than destruction, to you. You gain resistance to lightning damage.Elemental Burst
At 6th level, you can unleash the raw fury of your chosen element:Fire
Using an action, you unleash a 15-foot cone of roaring flames. Creatures caught in the blast must make a Dexterity saving throw or take 3d6 + CHA mod fire damage.Water
Using an action, you summon a line of razor-sharp icicles 20 feet long, shooting forward. Those hit must make a Dexterity saving throw or take 3d6 + CHA mod cold damage.Earth
Using an action, the ground trembles, causing a localized earthquake in a 10-foot radius. Enemies must make a Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone.Air
Using an action, a fierce gust forms at your command, turning into a 15-foot cube of electrified wind. Creatures within must make a Dexterity saving throw or take 3d6 + CHA mod lightning damage. For all elements, the damage increases to 4d6 at 11th level and 5d6 at 16th level.Meld with Element
At 10th level, you can merge with the element of your choice, channeling its essence and gaining unique abilities. You can use this feature once per short rest.Fire
Using an action, your form blazes with an inner flame, making you a beacon of fire. For 1 minute, you gain immunity to fire damage, and any creature that makes a melee attack against you takes 1d6 fire damage from the searing heat emanating from your body.Water
Using an action, your body becomes one with the water, turning translucent like a flowing river. For the next 10 minutes, you can breathe underwater and gain a swim speed of 60ft. Additionally, any fire or heat-based attacks against you have disadvantage as the water in your form quenches the flames. When fully submerged in water, you are rendered invisible to others.Earth
Using an action, your skin hardens, taking on a rocky appearance and texture. For 1 minute, you become as unyielding as stone, gaining resistance to all forms of damage. While in this form, your weight increases significantly, making you immune to being forcefully moved or knocked prone.Air
Using an action, a gust of wind surrounds you, lifting you off the ground. For the next 10 minutes, you gain a flying speed of 60ft. As you soar, airborne attackers have disadvantage on attack rolls against you, for the winds that envelop you deflect their assaults. Non-magical ranged attacks also have disadvantage on attack rolls against you.Elemental Ascendance
At 14th level, you can channel the full might of your elemental bond, asserting dominance over the battlefield. You can use this feature once per short rest.Fire
Using an action, you ignite your surroundings. For 1 minute, a 15ft radius around you is engulfed in flames. Creatures within this area at the start of their turn, or those that enter it, take 2d6 fire damage. The ground becomes scorched earth, causing it to be considered difficult terrain.Water
Using an action, you summon a massive flood around you. For 1 minute, a torrential 20ft radius of water engulfs the area. Creatures within this area at the start of their turn, or those that enter it, must make a Strength saving throw or be restrained by the force of the currents until the begining of their next turn. Those that fail by 5 or more are also knocked prone. The area remains flooded, causing it to be considered difficult terrain.Earth
Using an action, stone pillars erupt from the ground. Within a 30ft radius, choose targets up to your charisma modifier (minimum of one), where stone spires rise, dealing 4d8 bludgeoning damage to any creature in their path and offering three-quarter cover. Creatures must also make a Dexterity saving throw or be knocked prone by the sudden emergence of the pillars. The pillars are 15ft in height, and occupy a circle, 5ft in diameter.Air
Using an action, you summon the fury of the winds, creating a raging tornado around you. A 15ft radius cyclone surrounds you, pulling in objects and creatures weighing less than 200 pounds. Creatures caught in the tornado take 4d8 slashing damage from the debris and must make a Strength saving throw or be restrained by the force of the tornado until the end of their next turn.Additional Invocations
Elemental Familiar
Prerequisite: Elemental Contract patronOnce per long rest, you can cast the spell Summon Elemental without expending a spell slot, using any components or concentration. The spell is cast at its original level.
Elemental Infusion
Prerequisite: Eldritch Blast cantrip, Elemental Contract patronChanneling the raw essence of your elemental bond, when you cast Eldritch Blast, you can infuse the force with a chosen element, adding half your CHA mod (rounded up) in fire, cold, acid, or lightning damage to the regular force damage. The visuals of the blast change to mirror the element you've chosen, whether it's a fiery blaze, icy shards, corrosive liquid, or an electric surge.
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