Warlocks

Archomental Patron

You have forged a pact with an impossibly ancient, primordial entity. You might serve a specific Archomental, one of the Elemental Princes. Or you may be an unwitting pawn of the Elder Elemental Eye, a chained, cosmic horror that uses the elemental planes as a shattered lens to interact with the mortal world. Either way, primal power is yours to command... at a cost.

Level 3: Primordial Facet

When you choose this subclass, you must select one Elemental Facet to attune to: Air, Earth, Fire, or Water. This choice permanently alters your warlock spell list and grants you physical adaptations as your body begins to transmogrify. Additionally, you learn the dialect of Primordial native to your selected Elemental Plane, such as Ignan for Fire or Auran for Air.

Air. You gain proficiency with all Martial weapons that possess the Finesse property. Additionally, on your turn, you may Dash as a Bonus Action.

Earth. You gain proficiency with Medium armor, and Martial weapons with the Heavy property. You gain Tremorsense with a range of 30 feet.

Fire. You gain proficiency with two Martial weapons of your choice. You can add your Charisma modifier to your Initiative rolls.

Water. While you aren't wearing armor or wielding a shield, your base Armor Class equals 10 plus your Constitution and Charisma modifiers. Additionally, you can breathe underwater and gain a Swim speed equal to double your walking speed.

Level 3: Archomental Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Spells table, you thereafter always have the listed spells for your chosen Primordial Facet prepared.

Air Facet Spells
Warlock Level Spells
3
Gust of Wind, Fog Cloud, Levitate, Thunderwave
5
Call Lightning, Lightning Bolt
7
Freedom of Movement, Conjure Minor Elementals
9
Cloudkill, Conjure Elemental
Earth Facet Spells
Warlock Level Spells
3
Enlarge/Reduce, Entangle, Grease, Spike Growth
5
Meld into Stone, Protection from Energy
7
Stone Shape, Stoneskin
9
Passwall, Wall of Stone
Fire Facet Spells
Warlock Level Spells
3
Burning Hands, Heat Metal, Searing Smite, Scorching Ray
5
Fireball, Stinking Cloud
7
Fire Shield, Wall of Fire
9
Cloudkill, Conjure Elemental
Water Facet Spells
Warlock Level Spells
3
Blur, Create/Destroy Water, Fog Cloud, Lesser Restoration
5
Sleet Storm, Water Walk
7
Control Water, Ice Storm
9
Cone of Cold, Conjure Elemental
Level 6: Elemental Adaptation

Your patron's volatile nature infuses your combat capabilities. You gain a feature based on your chosen Facet.

Air. You also gain a Fly speed equal to your walking speed.

Earth. You gain Resistance to Bludgeoning damage. Moving through ground-based Difficult Terrain costs you no extra movement.

Fire. When you hit a target with a melee weapon or unarmed strike, you deal an extra 1d6 Fire damage. Any creature grappling you takes 1d6 Fire damage at the start of their turn.

Water. You gain Darkvision out to 60 feet (or increase your existing Darkvision by 60 feet). Additionally, having a hostile creature within 5 feet of you doesn't impose Disadvantage on your ranged attack rolls.

Level 10: Elemental Resilience

You gain physical benefits, as you continue to become more akin to the residents of your selected Elemental Plane.

Air. You gain Resistance to Thunder damage. Additionally, when an attacker you can see hits you with a weapon attack at ranged weapon attack, you can use your Reaction to halve the attack's damage against you, provided your Speed is greater than 0.

Earth. You gain Resistance to Poison and Slashing damage, and Advantage on saving throws to resist the Poisoned condition.

Fire. You gain Resistance to Fire damage. When you are subjected to an effect that allows you to make a Dexterity saving throw for half damage, you take no damage if you succeed, and half damage if you fail.

Water. You gain Resistance to Acid and Cold damage. You can add half your Proficiency Bonus (rounded down) to any ability check you make that doesn't already include your Proficiency Bonus.

Level 14: Elemental Oneness

Your elemental transformation is complete. You gain the Elemental creature type in addition to your existing creature types. Additionally, you can surround yourself with a 10-foot aura, which provides the following benefits based upon your Facet while on. You can turn this aura on or off as a Bonus Action, and it turns off automatically if you gain the Incapacitated condition.

Air. A vortex of wind surrounds you. Ranged attacks targeting you have Disadvantage. You gain Immunity to Lightning damage, and you take half damage from falling.

Earth. The ground shakes with your every step. The area within your aura is Difficult Terrain for your enemies. You gain Immunity to the Petrified condition, and your Tremorsense increases to 60 feet.

Fire. Unbearable heat radiates from you. Any hostile creature that enters your aura for the first time on a turn or starts its turn there takes Fire damage equal to your Charisma modifier. You gain Immunity to Fire damage.

Water. The space around you warps and refracts like deep water. You have Advantage on all Acrobatics and Athletics checks, on your attack rolls made to grapple, and on saving throws made to avoid or escape the Grappled condition. You gain Immunity to Cold damage.