Warlock
Base Class: Warlock

Your pact has been forged with an archomental, an elemental being of such immense power that lesser elementals revere it as a monarch or even a god. These ancient entities embody the raw forces of the Elemental Planes, wielding dominion over flame, sea, stone, storm, and other manifestations of primordial power.

Your patron might be a legendary ruler of an elemental realm, an ancient primordial bound beneath the world, or an elemental sovereign whose influence reaches across the planes. Whatever its nature, your pact allows you to channel a fraction of its primordial might, shaping elemental forces into weapons and bending the elements to your will.

Level 3: Archomental Element

Choose one of the following elements to represent the nature of your Archomental patron: Air, Earth, Fire, or Water. Your chosen element determines the effects of certain features you gain from this subclass.

Air

Your patron is an Air Archomental, such as Yan-C-Bin or Chan.

Earth

Your patron is an Earth Archomental, such as Sunnis or Ogremoch.

Fire

Your patron is a Fire Archomental, such as Imix or Zaaman Rul.

Water

Your patron is a Water Archomental, such as Olhydra or Ben-Hadar.

Level 3: Primordial Magic

Your patron's elemental power suffuses your magic and the creatures and weapons empowered by your pact. Whenever you deal damage with a Warlock spell, your Pact Weapon, or your Pact of the Chain familiar, you can change that damage to one of the damage types associated with your Archomental Element, as shown below.

  • Air: Lightning or Thunder
  • Earth: Bludgeoning or Poison
  • Fire: Fire or Radiant
  • Water: Acid or Cold

Level 3: Primal Nexus

As a bonus action, you can create an elemental vortex around you. For 1 minute, you gain the listed benefit for your chosen Archomental Element. You can do this a number of times equal to your Proficiency Bonus, regaining expended uses upon a Long Rest.

  • Air: For the duration, your Speed increases by 10 feet, and you gain the ability to use the Dash action as a bonus action. Whenever you move while your Primal Nexus is active, your movement ignores Difficult Terrain and does not trigger Attacks of Opportunity. 
  • Earth: For the duration, your Armor Class increases by 1 and you gain a +1 bonus to Strength, Dexterity, and Constitution saving throws. 
  • Fire: Once on each of your turns when you, your Pact Weapon, or your Pact of the Chain familiar deals damage to a creature, you can deal an additional 1d8 Fire damage to that creature.
  • Water: For the duration, as a bonus action on your turn, you can restore Hit Points to yourself or one creature within 10 feet of you equal to your Charisma modifier + your Proficiency Bonus. A creature can regain Hit Points from a particular use of your Primal Nexus only once per usage of Primal Nexus.

Level 6: Elemental Defense

Your patron's influence protects you from the elemental forces you wield. When you take damage of a type associated with your Archomental Element, as shown in your Primordial Magic feature, you can take a Reaction to reduce that damage by an amount equal to twice your Charisma modifier.

While your Primal Nexus is active, you can reduce such damage by this amount without taking a Reaction. Alternatively, when you take such damage, you can take a Reaction to reduce that instance of damage to 0.

Level 10: Nexus Spells

While your Primal Nexus is active, you can cast each of the spells associated with your Archomental Element once without expending a spell slot. Once you cast one of these spells in this way, you can't cast that spell using this feature again until the next time you activate your Primal Nexus.

  • Air: Shatter, Jump
  • Earth: Spike Growth, Shield
  • Fire: Scorching Ray, Burning Hands
  • Water: Melf's Acid Arrow, Healing Word

Level 14: Primordial Avatar

Your connection to your patron allows you to embody the might of an elemental sovereign. While your Primal Nexus is active, you gain an additional benefit determined by your Archomental Element.

  • Air. You gain a Fly Speed equal to your Speed and can hover. In addition, once on each of your turns when you deal Lightning or Thunder damage to a creature, you can move that creature up to 10 feet horizontally in a direction of your choice if it is Large or smaller.
  • Earth. You gain Tremorsense with a range of 30 feet while you are touching the ground. In addition, whenever you take damage, you can reduce the damage by an amount equal to your Proficiency Bonus.
  • Fire. The additional Fire damage dealt by your Primal Nexus increases from 1d8 to 2d8. In addition, when you deal this additional damage, you can deal 1d8 Fire damage to a different creature you can see within 10 feet of the original target.
  • Water. The range of the healing granted by your Primal Nexus increases to 30 feet. Whenever you restore Hit Points to a creature using your Primal Nexus or by casting a spell, that creature can also end one of the following conditions on itself: Charmed, Frightened, or Poisoned.

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