Base Class: Warlock
In the pursuit of power, some turn to the dark gods and evil deities, whereas others plunge into the profound mysteries of creation itself, making contact with primordial beings that shape the very elements themselves. These unfathomable entities craft worlds, from the mountains to the seas, and everything in between.
Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal comprehension. Your elemental patron communicates in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their incomprehensible purpose.
Elemental Plane
1st-level Elder Elemental feature
You choose your patron’s elemental plane.
Ensure that you select the spell list replacement feature under the "Optional Feature Manager" tab which matches your patron's elemental plane. This is due to limitations in how Beyond works.
Air
Your patron Elder Elemental is from the Air plane.
Earth
Your patron Elder Elemental is from the Earth plane.
Fire
Your patron Elder Elemental is from the Fire plane.
Water
Your patron Elder Elemental is from the Water plane.
Expanded Spell List
1st-level Elder Elemental feature
At 1st level, the Elder Elemental lets you choose from an expanded list of spells when you learn a warlock spell, and grants one additional cantrip. The Elder Elemental Expanded Spells table shows the spells that are added to the warlock spell list, and cantrips you learn, based on your patron's kind: earth, fire, air or water.
|
Spell Level |
Earth Spells |
Air Spells |
Fire Spells |
Water Spells |
|
Cantrip |
Mold Earth |
Gust |
Control Flames |
Shape Water |
|
1st |
Entangle, Ensnaring Strike |
Thunderous Smite, Zephyr Strike |
Burning Hands, Searing Smite |
Fog Cloud, Create or Destroy Water |
|
2nd |
Spike Growth, Immovable Object |
Gust of Wind, Air Bubble |
Scorching Ray, Continual Flame |
Rime’s Binding Ice, Snilloc’s Snowball Storm |
|
3rd |
Meld into Stone, Erupting Earth |
Wind Wall, Call Lightning |
Fireball, Blinding Smite |
Wall of Water, Water Breathing |
|
4th |
Summon Elemental (Earth only), Stoneskin |
Summon Elemental (Air only), Freedom of Movement |
Summon Elemental (Fire only), Fire Shield |
Summon Elemental (Water only), Control Water |
|
5th |
Wall of Stone, Transmute Rock |
Steel Wind Strike, Freedom of the Winds |
Immolation, Flame Strike |
Maelstrom, Commune with Nature |
Primordial Warrior
1st-level Elder Elemental feature
At 1st level, you gain proficiency with medium armour and martial weapons.
In addition, you no longer need a free hand to cast your warlock spells, channelling your magic through a spellcasting focus that is attached to your weapon, armour, or an item of jewellery you are wearing.
Fighting Style
1st-level Elder Elemental feature
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primal Might
1st-level Elder Elemental feature
At 1st level, you can draw on your patron’s elemental power. This power is represented by primal bursts which allow you to twist your chosen element to your whim.
You have a number of primal bursts equal to half your warlock level, rounded up. These primal bursts are fully restored after a long rest.
Primal Might - Air
When spending a primal burst, you can activate one of the following effects.
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Fury of the Elements. As a bonus action, you can cause the elements to flow through you and any weapons you are wielding. For 1 minute, any melee weapon attack you make deals an extra 1d4 thunder damage. The damage dealt increases to 1d6 at 11th warlock level.
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Elemental Eye. As a reaction, you can channel the elements to aid you on a single ability check. Gain advantage on the next Dexterity (Stealth) check that you make.
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Unchained Elements. As a bonus action, draw on your patron’s might to help you navigate the battlefield. Until the end of your turn, your speed increases by 10 feet. Additionally, until the end of your turn, whenever an enemy attempts to hit you with an opportunity attack, you gain an additional 10 feet of speed for this turn only.
Primal Might - Earth
When spending a primal burst, you can activate one of the following effects.
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Fury of the Elements. As a bonus action, you can cause the elements to flow through you and any weapons you are wielding. For 1 minute, any melee weapon attack you make deals an extra 1d4 bludgeoning damage. The damage dealt increases to 1d6 at 11th warlock level.
-
Elemental Eye. As a reaction, you can channel the elements to aid you on a single ability check. Gain advantage on the next Wisdom (Survival) check that you make.
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Unchained Elements. As a bonus action, draw on your patron’s might to help you navigate the battlefield. Until the end of your turn, your speed increases by 10 feet. Additionally, you have resistance to any damage taken as a result of opportunity attacks which target you until the end of your turn.
Primal Might - Fire
When spending a primal burst, you can activate one of the following effects.
-
Fury of the Elements. As a bonus action, you can cause the elements to flow through you and any weapons you are wielding. For 1 minute, any melee weapon attack you make deals an extra 1d4 fire damage. The damage dealt increases to 1d6 at 11th warlock level.
-
Elemental Eye. As a reaction, you can channel the elements to aid you on a single ability check. Gain advantage on the next Charisma (Intimidation) check that you make.
-
Unchained Elements. As a bonus action, draw on your patron’s might to help you navigate the battlefield. Until the end of your turn, your speed increases by 10 feet. Additionally, until the end of your turn, whenever you take damage from an opportunity attack, the attacker takes 1d6 damage. This damage increases with your warlock level: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Primal Might - Water
When spending a primal burst, you can activate one of the following effects.
-
Fury of the Elements. As a bonus action, you can cause the elements to flow through you and any weapons you are wielding. For 1 minute, any melee weapon attack you make deals an extra 1d4 cold damage. The damage dealt increases to 1d6 at 11th warlock level.
-
Elemental Eye. As a reaction, you can channel the elements to aid you on a single ability check. Gain advantage on the next Charisma (Performance) check that you make.
-
Unchained Elements. As a bonus action, draw on your patron’s might to help you navigate the battlefield. Until the end of your turn, your speed increases by 10 feet. Additionally, whenever you take an opportunity attack on this turn, the attacker has disadvantage on their attack rolls.
Primal Might Options
When spending a primal burst, you can activate one of the following effects.
Fury of the Elements
As a bonus action, you can cause the elements to flow through you and any weapons you are wielding. For 1 minute, any melee weapon attack you make deals an extra 1d4. The damage type is determined by your patron’s element: bludgeoning (earth), thunder (air), fire (fire), or cold (water). The damage dealt increases to 1d6 at 11th warlock level.
Elemental Eye
As a reaction, you can channel the elements to aid you on a single ability check. The type of ability check depends on your patron’s type.
- Earth. Gain advantage on the next Wisdom (Survival) check that you make.
- Air. Gain advantage on the next Dexterity (Stealth) check that you make.
- Fire. Gain advantage on the next Charisma (Intimidation) check that you make.
- Water. Gain advantage on the next Charisma (Performance) check that you make.
Unchained Elements
As a bonus action, draw on your patron’s might to help you navigate the battlefield. Until the end of your turn, your speed increases by 10 feet. You also gain an additional effect based on your patron’s element.
- Earth. You have resistance to any damage taken as a result of opportunity attacks which target you until the end of your turn.
- Air. Until the end of your turn, whenever an enemy attempts to hit you with an opportunity attack, you gain an additional 10 feet of speed for this turn only.
- Fire. Until the end of your turn, whenever you take damage from an opportunity attack, the attacker takes 1d6 damage. This damage increases with your warlock level: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
- Water. Whenever you take an opportunity attack on this turn, the attacker has disadvantage on their attack rolls.
Elemental Resistance
Prerequisite: 6th-level Warlock
As a bonus action, you can wreath yourself in elemental energy, granting yourself resistance to one damage type for 1 minute. The damage type you gain resistance to depends on your patron’s element: bludgeoning (earth), thunder (air), fire (fire), or cold (water).
Elemental Enhancement
Prerequisite: 6th-level Warlock
As an action, you channel your patron’s elemental power to enhance your abilities for 10 minutes. The enhancement you gain depends on your patron’s element.
- Earth. For the duration, the maximum weight that you can lift, drag or push is quadrupled.
- Air. For the duration, the maximum height that you can jump is quintupled. In addition, any fall damage you take is reduced by 5d6 plus your proficiency bonus.
- Fire. For the duration, you can use an action to heat up any object within 30 feet, to a temperature of 1000°C or less. An object cannot be brought below its initial temperature. The object will behave as expected when heated, with combustible objects potentially exploding, and flammable objects potentially setting alight. At the end of the duration, all objects affected by this ability immediately return to their normal temperature, but any damage done is not undone.
- Water. For the duration, you are able to manipulate your form at will using a bonus action. This allows you to squeeze through spaces as small as one centimetre squared. Whilst in this form, you cannot interact with objects or take any other actions, but you take damage as normal. You can use a bonus action to resume your normal form, but you take 2d10 force damage if you turn back in a space you would not normally be able to fit in, and are then pushed to the nearest space in which you fit. You return to normal form if the spell’s duration ends.
Chains of the Elements
Prerequisite: 10th-level Warlock
Once per turn, when you hit with a melee weapon attack, you can invoke the elements to cause an addition effect based on your patron’s element:
- Earth. The target must succeed on a Strength save (based on your spell casting DC) or be restrained until the end of your next turn.
- Air. The target must succeed on a Dexterity save (based on your spell casting DC) or be knocked back 10 feet and become prone.
- Fire. The target must succeed on a Constitution save (based on your spell casting DC) or take 2d8 fire damage at the start of each of their turns. Each time the target takes damage in this way, they can remake the saving throw, ending the condition on a success.
- Water. The target must succeed on a Wisdom save (based on your spell casting DC) or be blinded. The target can remake the throw at the end of each of their turns, losing the blinded condition if they succeed.
Altruistic Might
6th-level Elder Elemental feature
At 6th level, you can grant any of your primal might effects to another friendly creature. Doing so still costs one primal burst.
Improved Primal Might
6th-level Elder Elemental feature
At 10th level, you learn additional ways to bend your patron’s elemental power to your will. These additional powers also cost one primal burst.
Improved Primal Might - Air
When spending a primal burst, you can activate one of the following effects.
-
Elemental Resistance. As a bonus action, you can wreath yourself in elemental energy, granting yourself resistance to thunder damage type for 1 minute.
-
Elemental Enhancement. As an action, you channel your patron’s elemental power to enhance your abilities for 10 minutes. For the duration, the maximum height that you can jump is quintupled. In addition, any fall damage you take is reduced by 5d6 plus your proficiency bonus.
Improved Primal Might - Earth
When spending a primal burst, you can activate one of the following effects.
-
Elemental Resistance. As a bonus action, you can wreath yourself in elemental energy, granting yourself resistance to bludgeoning damage type for 1 minute.
-
Elemental Enhancement. As an action, you channel your patron’s elemental power to enhance your abilities for 10 minutes. For the duration, the maximum weight that you can lift, drag or push is quadrupled.
Improved Primal Might - Fire
When spending a primal burst, you can activate one of the following effects.
-
Elemental Resistance. As a bonus action, you can wreath yourself in elemental energy, granting yourself resistance to fire damage type for 1 minute.
-
Elemental Enhancement. As an action, you channel your patron’s elemental power to enhance your abilities for 10 minutes. For the duration, you can use an action to heat up any object within 30 feet, to a temperature of 1000°C or less. An object cannot be brought below its initial temperature. The object will behave as expected when heated, with combustible objects potentially exploding, and flammable objects potentially setting alight. At the end of the duration, all objects affected by this ability immediately return to their normal temperature, but any damage done is not undone.
Improved Primal Might - Water
When spending a primal burst, you can activate one of the following effects.
-
Elemental Resistance. As a bonus action, you can wreath yourself in elemental energy, granting yourself resistance to thunder damage type for 1 minute.
-
Elemental Enhancement. As an action, you channel your patron’s elemental power to enhance your abilities for 10 minutes. For the duration, you are able to manipulate your form at will using a bonus action. This allows you to squeeze through spaces as small as one centimetre squared. Whilst in this form, you cannot interact with objects or take any other actions, but you take damage as normal. You can use a bonus action to resume your normal form, but you take 2d10 force damage if you turn back in a space you would not normally be able to fit in, and are then pushed to the nearest space in which you fit. You return to normal form if the spell’s duration ends.
Primal Recovery
10th-level Elder Elemental feature
At 10th level, if you roll initiative and have 2 or less primal bursts, you can regain primal bursts until you have 3 in total. In addition, you gain temporary hit points equal to your warlock level. You can use this feature once per long rest.
Superior Primal Might
10th-level Elder Elemental feature
At 10th level, you learn additional ways to bend your patron’s elemental power to your will. These additional powers also cost one primal burst.
Superior Primal Might - Air
When spending a primal burst, you can activate one of the following effects.
- Chains of the Elements. Once per turn, when you hit with a melee weapon attack, you can invoke the element of air in order to topple your target. The target must succeed on a Dexterity save (based on your spell casting DC) or be knocked back 10 feet and become prone.
Superior Primal Might - Earth
When spending a primal burst, you can activate one of the following effects.
-
Chains of the Elements. Once per turn, when you hit with a melee weapon attack, you can invoke the element of earth in order to hold your target back. The target must succeed on a Strength save (based on your spell casting DC) or be restrained until the end of your next turn.
Superior Primal Might - Fire
When spending a primal burst, you can activate one of the following effects.
-
Chains of the Elements. Once per turn, when you hit with a melee weapon attack, you can invoke the element of fire in order to burn your target. The target must succeed on a Constitution save (based on your spell casting DC) or take 2d8 fire damage at the start of each of their turns. Each time the target takes damage in this way, they can remake the saving throw, ending the condition on a success.
Superior Primal Might - Water
When spending a primal burst, you can activate one of the following effects.
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Chains of the Elements. Once per turn, when you hit with a melee weapon attack, you can invoke the element of water in order to distract your target. The target must succeed on a Wisdom save (based on your spell casting DC) or be blinded. The target can remake the throw at the end of each of their turns, losing the blinded condition if they succeed.
Singularity
14th-level Elder Elemental feature
At 14th level, as an action, you can spend 3 primal bursts to draw in the power of all four elements, transforming yourself into an embodiment of pure elemental energy for 1 minute. Whilst in this form, you gain all of the following benefits:
- You are granted resistance to bludgeoning, piercing and slashing damage from the element of earth.
- By the element of air, you are granted a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 2d10 force damage if you end your turn inside a creature or an object.
- The element of fire grants you the ability to add 2d12 fire damage to an attack, once per turn.
- The element of water grants you the ability to chill enemies, reducing their movement speed by 10 feet until the end of their next turn, the first time you hit them with a melee weapon attack on your turn.
Once you use this feature, you can’t do so again until you finish a long rest.
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