Base Class: Warlock
The elements are older than kingdoms, older than gods worshiped by mortal civilizations, and perhaps older than the world itself. Earth endures beneath every footstep, fire burns with the fury of creation, water flows through all living things, and air carries the breath of existence. Most warlocks bargain with a being that commands such forces. A Primordial Vessel makes a far more dangerous pact: to contain them.
Through a bargain with an ancient primordial, elemental sovereign, or entity born from the chaos of creation, you have become a living conduit through which the four fundamental elements can enter the mortal world. Earth hardens your flesh, fire burns within your blood, water flows through your movements, and air courses through every breath.
These forces do not merely answer your commands—they inhabit you.
As your power grows, you learn to assume different Primordial Aspects, shifting between Earth, Fire, Water, and Air to meet whatever challenge stands before you. Each aspect alters the way your eldritch power manifests, allowing you to become an immovable bulwark, an overwhelming destructive force, an adaptable current, or an untouchable tempest.
Eventually, the boundaries separating these forces begin to disappear. Stone becomes molten, water becomes mist, winds carry flame, and the elements move together as extensions of your will.
A Primordial Vessel therefore walks a dangerous path. You are not simply a master of the elements.
You are the vessel in which they become one
Primordial Vessel
Level 3 — Primordial Vessel
The primordial forces of creation dwell within you. You can manifest one of four Primordial Aspects: Earth, Fire, Water, or Air.
When you finish a Long Rest, choose one Aspect to manifest. You can change your active Aspect as a Bonus Action. You can change it a number of times equal to your Charisma modifier (minimum once), regaining all expended uses when you finish a Long Rest.
You gain the following benefit from your active Aspect:
Earth — Endurance. Your Armor Class increases by 1, and you have Advantage on ability checks and saving throws made to resist being knocked Prone or moved against your will.
Fire — Destruction. Once on each of your turns when you deal damage with an attack or Warlock spell, you deal an additional 1d6 Fire damage to one creature damaged by it.
Water — Adaptation. You gain a Swim Speed equal to your Speed, can breathe underwater, and once on each of your turns when you damage a creature, you can move it 5 feet horizontally to an unoccupied space if it is Large or smaller.
Air — Freedom. Your Speed increases by 10 feet, and Opportunity Attacks against you have Disadvantage.
Primordial Spells
Your connection to the primordial elements grants you additional spells. You always have the following spells prepared, and they don't count against the number of Warlock spells you can prepare.
| Warlock Level | Spells |
|---|---|
| 3 | Earth Tremor, Thunderwave |
| 5 | Melf's Acid Arrow, Scorching Ray |
| 7 | Erupting Earth, Sleet Storm |
| 9 | Control Water, Wall of Fire |
These spells count as Warlock spells for you.
Elemental Convergence
Your control over your Primordial Aspects increases.
You can now change your Primordial Aspect whenever you roll Initiative without expending a use of Primordial Vessel.
Additionally, each Aspect gains the following ability.
Earth — Stone's Defiance. When you take damage, you can use your Reaction to reduce that damage by 1d10 + your Charisma modifier.
Fire — Primordial Ignition. When you deal the additional Fire damage from Fire — Destruction, the additional damage increases to 2d6.
Water — Flowing Form. When a creature you can see within 30 feet is hit by an attack, you can use your Reaction to move that creature up to 10 feet to an unoccupied space it can occupy. An unwilling creature can make a Strength saving throw against your spell save DC, preventing the movement on a success.
Air — Wind Step. When a creature ends its turn within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
You can use Stone's Defiance, Flowing Form, or Wind Step a combined number of times equal to your Charisma modifier (minimum once), regaining all expended uses when you finish a Long Rest.
Primordial Body
The elemental forces within you have permanently altered your physical form.
You gain Resistance determined by your active Primordial Aspect:
| Aspect | Resistance |
|---|---|
| Earth | Bludgeoning |
| Fire | Fire |
| Water | Cold |
| Air | Lightning |
Additionally, your Aspect gains the following movement benefit:
Earth. Nonmagical Difficult Terrain made from earth or stone costs you no extra movement.
Fire. You are unaffected by environmental extreme heat, and moving through nonmagical fire doesn't cost you additional movement.
Water. Your Swim Speed increases by 10 feet, and being underwater imposes no penalties on your attacks.
Air. You gain a Fly Speed equal to your Speed, but you fall at the end of your turn if nothing is holding you aloft.
Your body also no longer requires food or water, though you can still eat and drink.
Elemental Avatar
You can temporarily unleash every primordial force contained within your body.
As a Bonus Action, you become an Elemental Avatar for 1 minute.
For the duration:
All Four Aspects. You simultaneously gain the benefits of Earth, Fire, Water, and Air from your Primordial Vessel and Primordial Body features.
Primordial Flight. Your Fly Speed from Air no longer causes you to fall at the end of your turn.
Elemental Resistance. You have Resistance to Bludgeoning, Cold, Fire, and Lightning damage.
Primordial Eruption. Once during each of your turns when you hit a creature with an attack or damage it with a Warlock spell, you can deal an additional 2d8 damage to one creature damaged by the attack or spell. Choose the damage type each time from Acid, Cold, Fire, Lightning, or Thunder.
Elemental Convergence. When you activate Elemental Avatar, choose one of the following effects:
Earthquake. Creatures of your choice within 15 feet of you must succeed on a Strength saving throw against your spell save DC or fall Prone.
Inferno. Creatures of your choice within 15 feet take Fire damage equal to 2d8 + your Charisma modifier.
Deluge. Creatures of your choice within 15 feet must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Tempest. You immediately fly up to your Speed without provoking Opportunity Attacks.
Once you use Elemental Avatar, you can't use it again until you finish a Long Rest.
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