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Otherworldy Patron

At 1st level, a warlock gains the Otherworldly Patron feature. Here is a new option for that feature: the Elemental.

The Elemental

You have made a pact with a powerful elemental, such as a genie, associated with air, earth, fire, or water. Which element your patron is associated with determines some of the features you gain from your patron.

Elemental Features
Warlock Level Feature
1st Expanded Spell List, Elemental Conduit
6th Elemental Armor
10th Elemental Summoner
14th Elemental Form

Expanded Spell List

The Elemental lets you choose from an expanded list of spells when you learn a warlock spell. You add the spells from the Expanded Spell List table appropriate to your patron’s element to the warlock spell list.

Air Elemental Expanded Spell List
Spell Level Spells
1st feather fall, jump
2nd gust of wind, silence
3rd haste, wind wall
4th conjure minor elementals, greater invisibility
5th conjure elemental, control winds
Earth Elemental Expanded Spell List
Spell Level Spells
1st shield, heroism
2nd aid, enhance ability
3rd meld into stone, tiny hut
4th conjure minor elementals, stoneskin
5th conjure elemental, wall of stone
Fire Elemental Expanded Spell List
Spell Level Spells
1st burning hands, faerie fire
2nd flame blade, scorching ray
3rd fireball, lightning bolt
4th conjure minor elementals, fire shield
5th conjure elemental, cone of cold
 
Water Elemental Expanded Spell List
Spell Level Spells
1st cure wounds, fog cloud
2nd alter self, detect thoughts
3rd sleet storm, water breathing
4th conjure minor elementals, blight
5th conjure elemental, mass cure wounds

Elemental Conduit

At 1st level, your connection to your patron allows you to channel energy from the elemental planes. As a bonus action, you can choose one of the options below and gain its benefits for 1 minute. You have two uses of this feature, and you regain all uses when you finish a short or long rest.

Air’s Agility. Your base walking speed increases by 15 feet, and you can take the Disengage action as a bonus action.

Earth’s Might. You count as one size larger for the purpose of determining your carrying capacity and the amount you can lift, drag, or push. You have advantage on Strength (Athletics) checks to grapple a creature or escape a grapple, and you can move a creature one size smaller than you with no penalty to your speed.

Fire’s Destruction. When you cast a spell that deals fire damage, you can add your proficiency bonus to one fire damage roll of that spell against one of its targets.

Water’s Empathy. You have advantage on Wisdom (Insight) checks made to determine if a creature is lying. When you roll dice to restore hit points with a spell cast by you, you can re-roll one of those dice and use the higher of the two results.

Elemental Armor

Starting at 6th level, you can sometimes channel even more power from your patron’s native plane. You can use a bonus action to expend two uses of the Elemental Conduit feature to garb yourself in your patron's element for 1 minute, gaining benefits that differ depending on the element.

  • If your patron is air elemental, you surround yourself with a whirlwind, gaining the benefits of the air’s agility Elemental Conduit option and a flying speed equal to your walking speed.
  • If your patron is an earth elemental, you garb yourself in stony armor, gaining the benefits of the earth’s might Elemental Conduit option and ensuring that your Armor Class can be no lower than 17.
  • If your patron is a fire elemental, you wreathe yourself in a fire that does not burn you, gaining the benefits of the fire’s destruction Elemental Conduit option, shedding bright light for 30 feet and dim light for another 30 feet, and causing any creature that hits you with a melee attack to take 1d6 fire damage immediately afterwards.
  • If your patron is a water elemental, you surround yourself with soothing water, gaining the benefits of the water’s empathy Elemental Conduit option and gaining 1d4 + 1 temporary hit points at the start of each of your turns.

Elemental Summoner

Starting at 10th level, your connection to the Elemental Planes allows you to conjure more durable elementals. Any elemental summoned or created by a spell you cast gains an extra 2 hit points per Hit Die it has, and you have advantage on Constitution saving throws made to maintain concentration on a spell that summons or creates elementals.

Elemental Form

Starting at 14th level, you can temporarily transmute the substance of your body into your patron’s element. As an action, you can expend two uses of your Elemental Conduit feature to assume an elemental form for 1 minute. While in this form, you gain the benefits of the Elemental Armor feature, resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and additional benefits depending on your patron’s element:

  • If your patron is an air elemental, you and any objects you are wearing or carrying become invisible, and you can move through a space as narrow as 1 inch wide without squeezing.
  • If your patron is an earth elemental, you take on a stony appearance, your minimum Armor Class becomes 19, you gain a burrowing speed equal to your walking speed, and you can move freely through nonmagical, unworked earth and stone without disturbing it.
  • If your patron is a fire elemental, you take on a fiery appearance, the fire damage you deal to creatures that hit you with melee weapon attacks increases to 1d12, and you can move through a space as narrow as 1 inch wide without squeezing.
  • If your patron is a water elemental, you take on a watery, transparent appearance, you gain a swimming speed equal to twice your walking speed, you are invisible while submerged in water, and you can move through a space as narrow as 1 inch wide without squeezing.

Once you have used this feature, you cannot do so again until you finish a long rest.