Otherworldly Patron - The Primordial

by KitsForagings

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Otherworldly Patron: Primordial

The Primordials were the first denizens of the world, immense elemental titans that moulded the early world. Nowadays, many of these titans have had their bodies scattered, used as the foundation for the material world.

But death does not mean the same to a being of titanic power as it would to a mortal man, and the essences of these ancient beings can still make bargains with mortals who seek power, for a price.

You choose your patron's element or determine it randomly, using the Primordial Element table. This determines the damage type affected by other features later in this subclass.

Primordial Element
D4 Primordial Element Damage Types
1 Air Lightning, Thunder
2 Earth Bludgeoning, Piercing, Slashing
3 Fire Fire
4 Water Acid, Cold

Expanded Spell List

1st-level Primordial feature

The Primordial lets you choose from an expanded list of spells when you learn a warlock spell. The Primordial Expanded Spells table shows the primordial spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's element: air, earth, fire, or water.

Primordial Expanded Spells
Spell Level Primordial Spells Air Spells Earth Spells Fire Spells Water Spells
1st Chromatic Orb Thunder PunchKT Earth Tremor Burning Hands Arctic BreathKT
2nd Dragon's Breath Gust of Wind Earthen Grasp Aganazzar's Scorcher Snowball Swarm
3rd Protection from Energy Stinking Cloud Erupting Earth Fireball Wall of Water
4th Summon Elemental Storm Sphere Stoneskin Wall of Fire Vitriolic Sphere
5th Creation Control Winds Burial BarrageKT Immolation Cone of Cold

*Spells marked with KT are spells created by KibblesTasty, and will be included at the end of this document.

Ancient Tongue

1st-level Primordial feature

You can speak, read, and write Primordial.

Primordial Companion

1st-level Primordial feature

Your patron has bequeathed a piece of its own essence, allowing you to physically manifest it as a Primordial Companion.

It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Primordial Companion stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. Several of its features are determined by the Primordial Element of your patron, detailed in its stat block.

In combat, the Primordial Companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Primordial Companion can take any action of its choice, not just Dodge.

If the Elemental takes damage that it is immune or resistant to due to your Primordial Element, it regains 1d6 hit points.

If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Primordial Companion returns to life after 1 minute with all its hit points restored.

In addition, if you choose the Pact of the Chain at 3rd-level, you do not learn Find Familiar. Instead, your Primordial Companion is treated as a familiar for the purpose of Pact of the Chain, and counts as a familiar for the purposes of Eldritch Invocations.

Primordial Burst

6th-level Primordial feature

Your Primordial Companion may now use its Primordial Burst action.

Enhanced Companion

6th-level Primordial feature

Your Primordial Companion can attack twice, rather than once, whenever it takes the Attack action on its turn. Its attacks are now considered magical.

In addition, when you cast a spell that has a casting time of 1 action, you can choose to have it originate from your Primordial Companion.

Companion's Growth

10th-level Primordial feature

You gain 6 points to distribute as increases to your Primordial Companion's ability scores. You can increase one ability score by a maximum of +4, up to a maximum of 20.

  • If you increase its Strength enough to increase the ability score modifier, add the increase to the Primordial Companion's attack and damage rolls.
  • If you increase its Dexterity enough to increase the ability score modifier, add the increase to the Primordial Companion's Armour Class.
  • If you increase its Constitution enough to increase the ability score modifier, add the increase to the Primordial Companion's Hit Points, 1 per your Warlock level.

Titan's Union

14th-level Primordial feature

As a bonus action on your turn, you can choose to merge with your Primordial Companion.

While merged with your Primordial Companion, you are counted as a single creature, and you gain the following benefits:

  • You use your Primordial Companion's Strength, Dexterity, Constitution scores, and size in place of your own.
  • You can use any actions, reactions, and traits that your Primordial Companion has available.
  • You use either your Armour Class or your Primordial Companion's, whichever is higher, and add your Charisma modifier to the total.
  • You gain any damage resistances, damage immunities, and condition immunities, and additional movement speed that your Primordial Companion has.
  • When you take damage, you deduct hit points from your Primordial Companion instead of yourself.

You remain merged with your Primordial Companion for 1 minute, or until the Primordial Companion's hit points are reduced to 0, at which point it is destroyed and any excess damage carries over to you.

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

Additional Eldritch Invocations

Colossal Companion

Prerequisite: Primordial Otherworldly Patron, 5th-level

Your Primordial Companion's size increases to Large, granting it the following benefits:

  • Its weapon attacks deal an additional 1d4 damage on a hit.
  • Its weight multiplies by eight.
  • It has advantage on any Strength checks and Strength saving throws.

Death Throes

Prerequisite: Primordial Otherworldly Patron, 9th-level

When your Primordial Companion falls to 0 hit points, you can choose to have it explode. Each creature of your choice within 10 feet of your Primordial Companion must make a Dexterity Saving Throw against your Spell Save DC or take a number of d6s of your Primordial Element's damage type equal to your Proficiency Bonus, half on a success.

Defensive Companion

Prerequisite: Primordial Otherworldly Patron

If your Primordial Companion is within 30 feet of you or an allied creature when you would be the subject of an attack, your Primordial Companion can use your reaction to intercept the attack, moving up to its speed and becoming the target of the attack instead.


Primordial Companion

Medium elemental, unaligned


  • Armor Class 15 (natural armour)
  • Hit Points 2 + your Charisma modifier + 5 times your warlock level (the companion has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (-) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing (Earth only)
  • Damage Immunities cold (Water only); fire (Fire only); thunder (Air only)
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak but cannot speak
  • Challenge -
  • Proficiency Bonus equals your Proficiency Bonus

Amorphous Form (Air, Fire, and Water Only). :: The elemental can move through a space as narrow as 1 inch wide without squeezing.

Earth Glide (Earth Only) The Primordial Companion can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.


Actions

Elemental Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB of your Primordial Element's damage type.

Primordial Burst (6th-level; Recharge 5-6). All creatures in either a 5-foot wide and 100-foot long or a 30-foot cone must succeed on a Dexterity Saving Throw or take a number of d10s of your Patron's damage type equal to your Proficiency Bonus, half damage on a success.

Reactions

Elemental Rebuke. The Primordial Companion deals your Primordial Element's damage equal to your Proficiency bonus.

Additional Spells

Arctic BreathKT

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (30 foot line)
  • Components: V, S
  • Duration: Instantaneous

A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Thunder PunchKT

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You charge your hand (or similar appendage) with thunder power. Make a melee spell attack against a creature. On a hit, there is a thunderous crash audible from up to 300 feet of you and the target takes 3d8 thunder damage, and is knocked 10 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Burial BarrageKT

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You unearth and launch a barrage of five heavy chunks of earth or stone at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each hurled object. On hit, the target takes 1d12 + 1 bludgeoning damage, and if it is Large or smaller, it is knocked prone. Attacks made as part of this spell have advantage against prone targets, and ignore the normal disadvantage ranged attacks made from more than 5 feet away from a prone target have.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can hurl one additional object for each slot level above 5th.






Credits, and where to find Me
Art
Spells
  • Arctic Breath, Thunder Punch, and Burial Barrage by KibblesTasty
Me

Hi! Thank you for reading this, and I hope you play it and enjoy it in one of your own games. You can find me:

Primordial Origins
d4 Origin
1 You tunneled deep beneath the earth into a massive lake of lava, where a wounded Primordial of Fire slept.
2 After sailing into a storm, you woke up with a lightning scar across your chest. You feel like you'd made a deal with the storm itself.
3 You escaped from a Dwarven prison by making a deal with a titan of the mountain.
4 You were burnt at the stake, but the very flames themselves wished to protect you.
Primordial Quirk
d6 Quirk
1 Your Primordial Companion acts like a loyal dog.
2 Your veins feel like they're filled with rushing air or raging fire.
3 Your emotions are twisted by your patron's element.
4 The absence of your Companion makes you feel like a piece of yourself is missing.
5 Your magic rips the very foundation of the world apart.
6 Your patron's element grows through your skin.

Changelog

V.02 (24/8/24)

  • Increased damage types for Patron
  • Changed Expanded Spell List Spells
  • Changed Primordial Burst
 

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