Warlock
Base Class: Warlock

Your patron is a god-like being of raw entropy and elemental power. In days of yore, the primordials fought with the gods for dominance of the world in a war that lasted for thousands of years. Though many primordials are inveterate foes of the gods, some are of a more neutral disposition and pursue aims that defy mortal comprehension.

Entities of this sort include Kossuth, Lord of Fire; Dendar the Night Serpent; Asgorath the World Shaper; and Ubtao the Deceiver.

Expanded Spell List

1st-level Primordial feature

The Primordial 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.

Fathomless Expanded Spells
Spell Level Spells
1st  burning hands, thunderwave
2nd   gust of wind, scorching ray
3rd   lightning bolt, erupting earth
4th   conjure minor elementals, ice storm
5th   cone of cold, wall of stone

Primordial Features

 

Fathomless Expanded Spells
WARLOCK LEVEL FEATURE
1st Elder Tongue, Elemental Attunement
6th Greater Attunement
10th Elemental Form
14th Superior Attunement

Elder Tongue

Your pact has imbued you with the essence of raw elements. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Elemental Attunement

1st-level Primordial feature

You are able to attune to an element associated with your patron. Choose one of the following: earth, fire, ice, or storm. You gain features based on your choice.

Earth Attunement

You gain resistance to acid and poison damage and, while underground, always know your depth and which direction is north. Additionally, you can choose to deal acid or poison damage instead of force damage when you cast eldritch blast.

Fire Attunement

You gain resistance to fire damage and can comfortably exist in environments as warm as 150 degrees Fahrenheit. Additionally, you can choose to deal fire damage instead of force damage when you cast eldritch blast.

Ice Attunement

You gain resistance to cold damage and can comfortably exist in environments as cold as –50 degrees Fahrenheit. Additionally, you can choose to deal cold damage instead of force damage when you cast eldritch blast.

Storm Attunement

You gain resistance to lightning and thunder damage and can infallibly predict the weather within the next 24 hours. Additionally, you can choose to deal lightning or thunder damage instead of force damage when you cast eldritch blast.

Greater Attunement

6th-level Primordial feature

You gain additional benefits based on your elemental attunement.

Earth Attunement

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Fire Attunement

Warlock spells you cast ignore fire resistance. Additionally, when you roll a 1 or a 2 on a damage die for a warlock spell that deals fire damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Ice Attunement

When you deal cold damage to a creature using a warlock spell, that creature must succeed a Constitution saving throw or its speed decreases by 10 feet until the start of your next turn.

Storm Attunement

When you deal lightning or thunder damage to a creature using a warlock spell, that creature must succeed a Strength saving throw or be pushed up to 10 feet.

Storm Attunement

When you deal lightning or thunder damage to a creature using a warlock spell, that creature must succeed a Strength saving throw or be pushed up to 10 feet.

Elemental Form

10th-level Primordial feature

You have become so suffused with elemental magic that you can briefly assume an elemental state. Your elemental shape is determined by your elemental attunement as shown in the Elemental Form table below. You can remain in this form for a number of hours equal to half your warlock level. Once you have used this feature, you cannot use it again until you finish a short or long rest.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the new form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skills and saving throw proficiencies, in addition to gaining those of the new form. If the form has the same proficiencies as you and the bonus in its stat block is higher than yours, use the form’s bonus instead of yours.

When you transform, you assume the hit points and Hit Dice of the new form. When you revert to your normal form, you you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges with your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the form’s nature, shape, and size. Your equipment doesn’t change size or shape to match the new the new form, and and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the new form has no effect until you leave the form.

Earth Elemental Form

Transform into an Earth Elemental

Fire Elemental Form

Transform into an Fire Elemental

Ice Elemental Form

Transform into an Ice Elemental

Storm Elemental Form

Transform into an Storm Elemental

Superior Attunement

14th-level Primordial feature

You gain additional benefits based on your elemental attunement.

 

Earth Attunement

Your Constitution increases by 2, as does your maximum for that ability score

Fire Attunement

When you roll damage for a warlock spell that deals fire damage and you roll the the highest number possible on any of the dice, roll that die again and add that roll to the damage.

Ice Attunement

When you deal cold damage to a creature using a warlock spell, that creature has disadvantage on its next attack roll, ability check, or saving throw (your choice) before the end of its next turn.

Storm Attunement

When you deal lightning or thunder damage to a creature using a warlock spell, that creature cannot take reactions until the start of its next turn and the first attack against it before the start of its next turn has advantage.

Previous Versions

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