Warlock
Base Class: Warlock

Warlocks that sign a contract with one of the three great Primordials are usually in search of ancient knowledge of just raw power.
They are marked by their patron with a specific element that points toward the Mind, Soul or Body.

The Great Primordials

When you choose this subclass at 1st level you choose one of the three great primordials:

The Body

The Body, also known as Lortis is the Primordial that controls all shape and strength.
Choosing them grants the following:

- When calculating carrying capacity you count as one size larger.

- Your unarmed strikes deal 1d8 + strength.

- You gain proficiency in athletics, if you already have proficiency you gain expertiese.

The Mind

The Mind, also known as Jolus is the Primordial that controls all thoughts and knowledge.
Choosing them grants the following:

-You can telepathically ask Jolus a question once a week, which he will answer in a riddle.

-You can charm one being once per long rest of one hour with spell save dc being 20.

-You are resistant to psychic damage.

The Soul

The Body, also known as Lortis is the Primordial that controls all shape and strength.
Choosing them grants the following:

- You gain proficiency in arcana.

- You gain one additional warlock invocation.

- You gain one cantrip from the wizard spell list.

Primordial Connection

At 6th level you start to become attuned to the Primordial's power, allowing you to adapt your surroundings to your magic.

You can spend 10 minutes performing a ritual and upon completion, the surrounding 500 ft. of terrain will be altered to look like they came from an elemental plane of your choice.

Additionally, you gain resistance to either fire, cold, lightning or thunder damage and you can choose to make your attacks deal your chosen damage type instead.

Cold

Cold damage resistance.

Fire

Fire damage resistance.

Lightning

Lightning damage resistance.

Thunder

Thunder damage resistance.

Ancient Support

At 10th level, once per long rest, you can summon either a Fire, Water or Air Elemental to aid you in combat.

The Elemental acts on your Initiative count and follows your command, if it does not receive one it will do nothing.

It will stay around for 5 minutes after which it will fade back into the Elemental plane it came from.

True Primordial

At 14th level you have fully fused with your patron's power, becoming part of them.

Your Creature type becomes elemental.

You are resistant to Fire, Cold and Lightning damage. If you chose one of these resistances as you 10th level feature you have advantage on saving throws against attacks that deal this damage type.

You can make elemental energy erupt from your body, dealing 15d4 of either fire, cold or lightning damage within 10 ft. of you. The targets must make a dexterity save of your spell dc + 5, on a fail they only take half damage. 
This can be used up to [proficiency bonus] times.

 

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