Base Class: Warlock
You have made a pact with a being of great power from the Elemental Chaos, one whose aims are as unique and malleable as your own. Perhaps you were granted a modicum of the purest fire from an Efreeti hailing from within the Fire Plane's City of Brass, or a mysterious Lord of Water and Ice saw a glimmer of greatness within you and blessed you in return for bringing about change in its name.
In essence, you have been deemed a kindred spirit to its own goals and granted power to see them through — not only with a certain level of expectation, but curiosity as well.
Warlocks who bind themselves to these patrons tend to be Genasi who seek strength and guidance to venture out from beyond the elemental planes, or other adventurers who bargain with these powers to enter into their realms without being overwhelmed.
Expanded Spell Lists
When you select your Archomental at 1st level, you have a choice between four of the major elements: Air, Earth, Fire, or Water. This choice will determine your class archetype features when you gain further levels in the Warlock class, and can only be changed by changing your Archomental Patron.
Your Warlock Expanded Spells vary with whichever type of Archomental you choose. Below are the lists of spells that coincide with your elemental choice.
Air Archomental Expanded Spells
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Earth Archomental Expanded Spells
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Fire Archomental Expanded Spells
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Water Archomental Expanded Spells
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Elemental Infusion
At 1st level, you can infuse your attacks with a modicum of elemental energy. Once per turn, when you damage a creature with a cantrip or weapon attack, you can deal an additional 1d6 damage. The damage type depends on your Archomental.
Air. Lightning
Earth. Acid
Fire. Fire
Water. Cold
Additionally, you gain the ability to read, write, and speak Primordial, the language of most Elementals.
Planar Flux
Starting at 6th level, your body becomes more attuned towards the Elemental Chaos, strengthening your ability to adapt to planar travel. You have advantage on all saving throws made against effects that would force you from one plane to another, such as the banishment spell.
Additionally, you gain resistance to the following damage types based on your chosen element:
Air. Lightning
Earth. Poison
Fire. Fire
Water. Cold
Primordial Focus
Starting at 10th level, whenever you cast a spell from your Archomental’s Expanded Spell List (such as melf’s minute meteors from the Fire Archomental), a spell that has “Elemental” in the name (such as elemental bane), or a spell targeting an Elemental (such as hold monster), you can add your Charisma modifier to any saving throws made to maintain concentration on its effects.
Additionally, whenever you roll damage dice for a spell on your Archomental's Expanded Spell List, you can reroll a number of 1's up to your Charisma modifier (minimum of one), but must use the new results.
Chaotic Rift
Starting at 14th level, you can open a planar rift and release a violent torrent of your chosen element upon creatures in an area. As an action, choose a point within 90 feet of you that you can see. A rift centered on that point tears open in a 10-foot radius sphere, and each creature within the rift must make a Dexterity saving throw against your spell save DC. After its effects have been resolved, the rift closes at the end of your turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Air
The rift explodes with a furious thunderstorm. On a failed save, a creature takes 4d6 thunder and 4d6 lightning damage and becomes stunned and deafened until the end of its next turn. On a success, a creature takes half damage and is deafened until the end of its next turn.
Earth
The rift erupts with jagged columns of rock and metal. On a failed save, a creature takes 4d6 bludgeoning damage and 4d6 slashing damage, and is knocked prone 10 feet away from the rift’s center. On a success, a creature takes half damage and is pushed 10 feet away from the rift’s center. Additionally, any ground within the area permanently becomes difficult terrain as it warps and breaks under the rift's effects.
Fire
The rift explodes in a brilliant rain of fire and molten slag. On a failed save, a creature takes 4d6 fire and 4d6 radiant damage and is set ablaze, taking 2d6 fire damage at the start of each of their turns and potentially damaging flammable non-magical objects until the fire is extinguished or they or another creature spend an action to put the fire out. On a success, a creature takes half damage and doesn’t catch aflame.
Water
The rift releases a torrent of spear-like icicles. On a failed save, a creature takes 4d6 cold and 4d6 piercing damage and has their movement speed halved until the end of their next turn. On a success, a creature takes half damage and only has their speed reduced by 10 feet until the end of their next turn. Additionally, any ground within the area becomes difficult terrain as it becomes coated in a thick layer of ice.
Primordial Invocations
When you select the Archomental to be your Otherworldly Patron, you may select from the following list of additional Eldritch Invocations, assuming you meet its prerequisites. A level prerequisite refers to your level in this class.
Elemental Circumvention
Prerequisites: 7th level, elemental bane spell
When you cast elemental bane, a targeted creature that has immunity to the selected damage type is treated as having resistance to that damage type for the duration instead.
Investiture of Chaos
Prerequisite: 11th level
You can cast one of the following spells using a Warlock spell slot, depending on your selected Archomental. You can’t do so again until you finish a long rest.
Air. Investiture of wind
Earth. Investiture of stone
Fire. Investiture of flame
Water. Investiture of Ice
Servants of Chaos
Prerequisite: 15th level
You can cast conjure minor elementals once at 4th-level without expending a spell slot. You can’t do so again until you finish a long rest.







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