Primordial Elements
Indomitable and raw. The elemental planes and their inhabitant are far older than us. One of the first creations of the gods, they are mindless creatures of drive, determination, and will. Their very essence is the planes of which they were spawned, raw elemental power single-minded, and unrestrained.
Whether you were embedded with this sentient power by an older and powerful entity or by a mad wizard's experiment, you shall witness a war between your mortal mind and the instinct of the Primordial Elements.
For better or worse Primordial power resides within you, melded with your very soul. Pray now that you may overcome it, for you are the only one that stands between it and the rest of the world.
Primordial Elements Features
Rogue Level | Feature |
---|---|
1st | Expanded Spell List, Unstable Infusion |
6th | Soul Furnace |
10th | Elemental Mutations |
14th | Primordial Avatar |
Expanded Spell List
The Primordial Element lets you choose from an expanded list of spells of its corresponding type when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Primordial Elements (Air) Expanded Spells
Spell Level | Spells |
---|---|
1st | Feather Fall, Gust |
2nd | Levitate, Gust of Wind |
3rd | Lightning Bolt, Call Lightning |
4th | Storm Sphere, Freedom of Movement |
5th | Steel Wind Strike, Control Winds |
Primordial Elements (Fire) Expanded Spells
Spell Level | Spells |
---|---|
1st | Burning Hands, Searing Smite |
2nd | Flaming Sphere, Pyrotechnics |
3rd | Melf's Minute Meteor, Fireball |
4th | Wall of Fire, Fire Shield |
5th | Immolation, Flame Strike |
Primordial Elements (Earth) Expanded Spells
Spell Level | Spells |
---|---|
1st | Earth Tremor, Magnify Gravity |
2nd | Shatter, Maximallian's Earthen Grasp |
3rd | Erupting Earth, Pulse Wave |
4th | Gravity Sinkhole, Stoneskin |
5th | Telekinesis, Wall of Stone |
Primordial Elements (Water) Expanded Spells
Spell Level | Spells |
---|---|
1st | Fog Cloud, Create or Destroy Water |
2nd | Snilloc's Snowball Swarm, Melf's Acid Arrow |
3rd | Tidal Wave, Wall of Water |
4th | Control Water, Ice Storm |
5th | Maelstrom, Cone of Cold |
Unstable Essence
At 1st level, your very soul began to meld with a wisp of a Primordial Elemental, causing physical mutations to manifest corresponding to its element.
You gain an understanding and can write and speak in Primordial as well as an additional cantrip and language corresponding to your chosen element.
Element | Language | Cantrip | Infusion Damage |
---|---|---|---|
Air | Auran | Gust | Lightning |
Fire | Ignan | Produce Flame | Fire |
Earth | Terran | Mold Earth | Force |
Water | Aquan | Control Water | Cold |
Unstable Infusion
At 1st level, your soul with Elemental Might. As a bonus action, you can infuse your magical and non-magical attack with your corresponding Infusion Damage for 10 minutes. Creatures you damaged with magical or non-magical attacks suffer additional Infusion Damage of your chosen elements equals to your Charisma Modifier.
If you take damage while Elemental Infusion is active, you must make a Constitution Saving Throw (DC equals half of the damage taken or 10, whichever is higher).
On a successful save, you maintain a stable Elemental Infusion. On a failed save, you burst violently, dealing damage of corresponding Infusion Damage equals your Charisma Modifier to yourself, and all creatures within a 5-foot radius must make a Dexterity Saving Throw or take the same amount of damage as your Elemental Infusion ends.
Once you use this feature, you can't use it again until you finish a short rest.
Soul Furnace
At 6th level, You can use your very life-force to power your spells. You can choose to use your hit-points to cast your spells. You take four damage for every spell level you cast using this feature and decrease your maximum hit points by the same amount until your next long rest.
Any damaging spells you cast using this feature will deal additional damage equal to your Charisma Modifier of your chosen element.
If Elemental Infusion is active while taking damage from this feature, you maintain Elemental Infusion without making any Constitution Saving Throw.
You can use this feature to cast spells at a higher level equal to or less than your warlock spell slots.
If you use this feature to decrease your maximum hit points to zero or lower, you die after casting your spell.
Elemental Mutations
At 10th level, your mutations progress further, causing physical change. Your body adapts to the wellspring of Primordial Energy growing within you. Anytime you take damage of your chosen elements, you take half damage instead.
Also, you gain the following benefits of your mutations:
-
Air: Your speed increased by 10 feet. Also, you can use your action to fly for 1 hour with the flight speed of 80 feet once per long rest.
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Fire: You can use your action to immolate yourself shedding bright light in a 30-foot radius and another 30 foot of dim light, and any flammable objects you touch that isn't being worn or carried ignites on fire.
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Earth: Your AC can't be less than 18, regardless of the armor your wearing. You also gain + 1 hit points for every Warlock level you have.
-
Water: You gain the ability to breathe underwater and a swimming speed of 60 feet. You can generate and manipulate water to further your reach to interact with objects or to make an attack by 5 feet.
Primordial Avatar
At 14th level, You can use your bonus action to unbound Primordial Energy within you, causing temporary physical mutation into the perfect amalgamation of mortal and elemental for 10 minutes.
Your form develops a similar characteristic of the entity that granted you your power. For the duration of Primordial Avatar is active, you gain the following benefits.
Whenever you deal damage of your corresponding element, you ignore resistances and treat damage immunities as resistance instead.
You are also able to maintain Elemental Infusion even if you take damage and fail your Constitution Saving Throw.
Once per turn, when you deal damage of your corresponding element. You deal an additional effect from the table below to one huge or smaller creature you damaged.
-
Air: The creature must make a Constitution Saving Throw or be lifted 10 feet into the air and will remain floating in the air until the start of its turn.
-
Fire: Two creatures within 10 feet of the chosen creature must make a Dexterity Saving Throw or take 1d10 fire damage and have disadvantages on attack rolls until the end of their turn.
-
Earth: The creature must make a Constitution Saving Throw or be pushed 15 feet away and knocked prone
-
Water: You create a 10-foot radius Whirlpool centered on your chosen creature until the start of your turn. The area is considered difficult terrain, and all creature that starts its turn there or enters the area for the first time must make a Constitution Saving Throws or take 1d6 bludgeoning damage and dragged 10 feet to the center of the whirlpool.
Once you use this feature, you can't use it again until you finish a long rest.
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