Warlock
Base Class: Warlock

You have made a pact with four young primordials of the elemental chaos. 

Pact of the Chain Elderitch Invocation: Chaotic Conjuring

You can now summon a Mephit of your choice using your Chains of the Pact feature.

Pact of the Tome Eldritch Invocation: Wayward Scribe's Lectern

You learn the Mage Hand cantrip if you do not already know it, and it does not count against your number of cantrips known. With this feature you can designate your mage hand to carry your pact tome, as well as scribe notes in it for you simultaneously.  While using Mage Hand in this way, the hand follows you, and keeps your pact tome within 5 feet of you at all times, if able, or the spell ends and the tome reappears in your hand.  While using this feature, your pact tome is still considered to be in your possession.

Pact of the Blade Eldritch Invocation: Elemental's Edge

Your pact weapon's damage is now acid, cold, fire, lightning, or thunder damage. You must finish a long rest before you can change the weapon's damage type again.

Expanded Spell List

The Primordial's pact 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.

Spell Level | Spells

1st level - Earth Tremor, Ice Knife

2nd level - Warding Wind, Flame Blade

3rd level - Wall of Water, Call Lightning

4th level - Conjure Minor Elementals, Stone Shape

5th level - Conjure Elemental, Immolation

Primordial Companion

Beginning at 1st level, you gain the ability to summon an adolescent primordial in the form of a pure crystalline mote from the Elemental Chaos.  While summoned, a tiny crystal floats harmlessly in your space and bestows you with the use of four cantrips while it's there. These cantrips are considered warlock cantrips for you, but do not count against your number of warlock cantrips known.  The primordial will be immediately unsummoned if you are knocked unconscious, or you choose to use your bonus action to send it back to its plane of origin.  You can summon it a number of times equal to your warlock spell slot maximum.

You regain all uses of this feature after finishing a long rest.

Bonus Cantrips: Gust, Mold Earth, Control Flames, Shape Water

Chaotic Intervention

Starting at 6th level, the primordial briefly envelops you in response to harm. When you take energy damage, you can use your reaction to cast Absorb Elements without expending a spell slot or material components.  Also, the damage absorbed can be added to your next successful ranged spell attack that already has damage dice, instead of a melee attack, should you choose.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Primordial Investiture

When you reach 10th level, you have realized the full potential of your link to the adolescent primordial.  As an action, you can absorb your currently active primordial to enhance your abilities.  Your primordial is immediately unsummoned when you use this feature.  For 1 minute you gain a hover speed equal to your walking speed and are immune to the prone condition.  You also choose one of the below options:

-Your Warlock Spell Attack Bonus and Spell Save DC increases by 1.

or

-Your Melee Weapon Attack Bonus and Ranged Weapon Attack Bonus increases by 1.

or

-Your Armor Class and Saving Throw Bonuses increases by 1.

Invoke the Pact

At 14th level, you are able to beseech the primal to unleash its raw elemental power against your enemies.  Using your action, the primal casts one of four powerful innate 5th level spells at a target of your choosing.  These spells use your warlock spell attack modifier, as well as your warlock spell save DC, if applicable, but do not count against the number of warlock spells known, do not require material components, nor do they expend a warlock spell slot when cast.  Additionally, you can choose a number of friendly creatures equal to your Charisma modifier(minimum of 1) to be unaffected. 

Once you use this feature, you cannot do so again until you finish a long rest.

Air 

Spell: Steel Wind Strike

Earth

Spell:  Erupting Earth

Fire

Spell: Fireball

Water

Spell: Ice Storm

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