Warlock
Base Class: Warlock

Warlocks who forge pacts with the Primordials of Eternis tap into the raw, ancient forces that shaped the universe. They wield a dynamic engine of energy, combining elements of creation, destruction, and arcane manipulation. Their abilities allow them to generate temporary spiritual power in combat, expend it to amplify attacks or debilitate foes, and protect themselves and allies in the heat of battle.

As they grow in mastery, they gain greater command over mobility, positioning, and defensive measures, shaping the battlefield with both precision and overwhelming force. Later, they gain limited control over time and magic itself, using foresight and energy conversion to anticipate and counter enemy actions while bolstering their own resources. At their pinnacle, they can manipulate space on a massive scale, collapsing or expanding zones of influence that reshape the battlefield, protect allies, and devastate enemies.

These warlocks are living conduits of elemental, celestial, and mystical forces—creatures whose presence alone shifts the flow of combat, blending survivability, utility, and raw damage potential in a way unlike any other. Their connection to the Primordials makes them unpredictable, versatile, and extraordinarily dangerous, capable of both strategic support and overwhelming bursts of destructive power.

Primordial Bond

At 3rd level, you form a pact with the Primordial Forces of Eternis, learning to generate, store, and expend raw spiritual energy.

You gain the following features.


Primordial Alignment

When you gain this patron at 1st level, choose one Primordial alignment. This choice determines the damage type for certain features.

Primordial Damage Type
Crimson (Fire) Fire
Cerulean (Water) Cold
Zephyr (Air) Lightning
Eden (Earth) Thunder
Anwar (Light) Radiant
Onyx (Darkness) Necrotic
Mythrael (Magic) Force
Tiraxis (Time) Psychic
Astra (Space) Force

Once chosen, this alignment cannot be changed.


Cerulean Flow

Fuel Generation

When you deal damage to a hostile creature with a spell or weapon attack, you gain temporary hit points equal to your Charisma modifier (minimum of 1).

Temporary hit points are now Capped based on level and can no longer be used to mitigate damage and is primarily a resource for Primordial Abilities.

    • Level 1–6: 25 temp HP

    • Level 7–10: 35 temp HP

    • Level 11–14: 50 temp HP

    • Level 15+: 60 temp HP


Crimson Expenditure

Damage Conversion

When you hit a creature with an attack or spell, you may expend any amount of temporary hit points to deal additional damage to the target.

For every 5 temporary hit points expended, the attack deals 1d6 additional damage of the type associated with your Primordial alignment.

You decide how many temporary hit points to expend after the hit is confirmed.


Anwar’s Blessing

Sustain & Light

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to half your warlock level (rounded down) + your Charisma modifier.

Additionally, when you summon or conjure a creature using a spell, that creature gains temporary hit points equal to your Charisma modifier when it appears, If a creature you summon or conjure is reduced to 0 hit points, the creature that dealt the killing blow takes damage equal to your Charisma modifier.


Onyx’s Curse

Attrition & Shadow

When you expend temporary hit points using your Crimson Expenditure feature, you may curse the target until the end of your next turn.

Choose one of the following effects:

  • The target has disadvantage on its next attack roll.

  • The target has disadvantage on its next saving throw.

A creature can be affected by only one instance of this curse at a time.

Expanded Spell List – Primordial Warlock

1st Level

  • Mage Armor

  • Shield

  • Magic Missile

  • Find Familiar

2nd Level

  • Misty Step

  • Mirror Image

  • Snilloc’s Snowball Swarm

3rd Level

  • Counterspell

  • Fireball

  • Water Breathing

  • Conjure Animals

4th Level

  • Greater Invisibility

  • Conjure Woodland Beings

  • Ice Storm

5th Level

  • Wall of Force

  • Conjure Elemental

  • Animate Objects

  • Summon Greater Demon

  • Dominate Person

  • Dominate Beast

6th Level

  • Disintegrate

  • Find the Path

  • Investiture of Flame

  • Investiture of Water

  • Investiture of Wind

  • Investiture of Stone

7th Level

  • Plane Shift

  • Teleport

8th Level

  • Control Weather

  • Sunburst

  • Dominate Monster

9th Level

  • Meteor Swarm

  • Foresight

  • Gate

Elemental Convergence

At 6th level, the Primordial Engine begins shaping the battlefield itself.


Eden’s Guard

Reactive Defense

When you or a creature you can see within 30 feet takes damage, you may use your reaction and expend 10 temporary hit points to grant that creature the following benefits until the start of your next turn:

  • A +3 bonus to AC

  • Resistance to the triggering damage


Zephyr’s Gale

Momentum & Positioning

When you activate Eden’s Guard, you may immediately move yourself or a willing creature within 30 feet up to 15 feet without provoking opportunity attacks.

Additionally, your walking speed increases by 10 feet while you have any temporary hit points.

Arcane Ascendance

At 10th level, you gain limited control over magic and time itself.


Mythrael’s Surge

Arcane Conversion

As a bonus action, choose one of the following options:

  • Expend 15 temporary hit points to regain one expended 1st-level warlock spell slot.

  • Expend a warlock spell slot to gain temporary hit points equal to twice the slot’s level.

You can use Mythrael’s Surge a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.


Tiraxis’ Insight

Temporal Certainty

When you or a creature you can see within 30 feet makes an attack roll, saving throw, or ability check, you may use your reaction to roll a d20 and store the result.

Before the end of your next turn, you may replace one roll made by that creature with the stored result.

You may use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

  • Base cost: 5 temp HP per use 

  • Scaling: +5 temp HP per additional use in a single activation (if you want multiple rolls replaced at once)

 

 

Cosmic Authority

At 14th level, you exert overwhelming control over space itself.


Astra’s Nova

Cosmic Dominance

As an action, you create a gravitational anomaly at a point you can see within 60 feet. Choose one of the following effects:


Collapse (Black Star)
Expend 15 Temporary Hit Points
Hostile creatures within a 20-foot-radius sphere centered on that point must make a Strength saving throw against your warlock spell save DC.

  • On a failure, a creature is pulled to the center of the area, takes 6d10 force damage, and is restrained until the end of its next turn.

  • On a success, a creature takes half damage and is not restrained.


Expansion (White Star)
Expend 10 Temporary Hit Points
Creatures of your choice within a 20-foot-radius sphere centered on that point are pushed up to 20 feet away from the center.

All allied creatures affected by this feature gain temporary hit points equal to your Charisma modifier and have advantage on their next attack roll or saving throw.

Once you use Astra’s Nova, you can’t use it again until you finish a long rest.

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