Base Class: Warlock
Features by Level:
- Level 3: Elemental Spells, Primordial Element
- Level 6: Elemental Resistance
- Level 10: Aura of the Elements, Primordial Movement
- Level 14: Elemental Ally
Elemental Spells
You gain the following spells at each level, always having them prepared.
- Level 3: Elementalism, Absorb Elements, Chromatic Orb, Alter Self, Dragon's Breath
- Level 5: Glyph of Warding, Protection from Energy
- Level 7: Conjure Minor Elementals, Elemental Bane
- Level 9: Conjure Elemental, Wall of Force
Primordial Element
Choose an element: Air, Earth, Fire, or Water
You can change the damage of your spells and weapon attacks to a damage type corresponding to your element: Lightning or Slashing for Air, Bludgeoning or Piercing for Earth, Fire for Fire, and Bludgeoning or Cold for Water.
Air
You can change the damage of your spells and weapon attacks to a damage type corresponding to your element: Lightning or Slashing for Air, Bludgeoning or Piercing for Earth, Fire for Fire, and Bludgeoning or Cold for Water.
Earth
You can change the damage of your spells and weapon attacks to a damage type corresponding to your element: Lightning or Slashing for Air, Bludgeoning or Piercing for Earth, Fire for Fire, and Bludgeoning or Cold for Water.
Fire
You can change the damage of your spells and weapon attacks to a damage type corresponding to your element: Lightning or Slashing for Air, Bludgeoning or Piercing for Earth, Fire for Fire, and Bludgeoning or Cold for Water.
Water
You can change the damage of your spells and weapon attacks to a damage type corresponding to your element: Lightning or Slashing for Air, Bludgeoning or Piercing for Earth, Fire for Fire, and Bludgeoning or Cold for Water.
Elemental Resistance
You gain resistance to a damage type dependent on your Primordial Element:
Lightning for Air, Thunder for Earth, Fire for Fire, and Cold for Water.
Air
You gain resistance to a damage type dependent on your Primordial Element:
Lightning for Air, Thunder for Earth, Fire for Fire, and Cold for Water.
Earth
You gain resistance to a damage type dependent on your Primordial Element:
Lightning for Air, Thunder for Earth, Fire for Fire, and Cold for Water.
Fire
You gain resistance to a damage type dependent on your Primordial Element:
Lightning for Air, Thunder for Earth, Fire for Fire, and Cold for Water.
Water
You gain resistance to a damage type dependent on your Primordial Element:
Lightning for Air, Thunder for Earth, Fire for Fire, and Cold for Water.
Aura of the Elements
You can cast Conjure Minor Elementals a number of times per long rest equal to your Charisma modifier.
Primordial Movement
You gain a speed dependent on your Primordial Element: 25 foot Flying for Air, 25 foot Climbing for Earth, 25 foot Flying for Fire, or 30 foot Swimming for Water.
Air
You gain a speed dependent on your Primordial Element: 25 foot Flying for Air, 25 foot Climbing for Earth, 25 foot Flying for Fire, or 30 foot Swimming for Water.
Earth
You gain a speed dependent on your Primordial Element: 25 foot Flying for Air, 25 foot Climbing for Earth, 25 foot Flying for Fire, or 30 foot Swimming for Water.
Fire
You gain a speed dependent on your Primordial Element: 25 foot Flying for Air, 25 foot Climbing for Earth, 25 foot Flying for Fire, or 30 foot Swimming for Water.
Water
You gain a speed dependent on your Primordial Element: 25 foot Flying for Air, 25 foot Climbing for Earth, 25 foot Flying for Fire, or 30 foot Swimming for Water.
Elemental Ally
You can cast Conjure Elemental once per long rest without any spell slots.
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