Otherworldly Patron: Primal Elementals

Become a force of nature.

Poseidon

Ast Ralf

Art Credits

  • [Cover]
    • Poseidon by Ast Ralf
    • Splashes, coding guide by AeronDrake
  • [Page 1]
    • Air Elemental by Tsabo6 on DeviantArt
  • [Page 2]
    • Water Elemental Myrmidon by Wizards of The Coast
  • [Page 4]
    • Jormungandr Card Art by Hi-Rez Studios
  • [Page 5]
    • Erupting Volcano, CNN
  • [Page 6]
    • Geb Card Art by Hi-Rez Studios
  • [Page 9]
    • Facing Uk'otoa by Vincent Desmond on Artstation

Otherworldly
Patron:
Primal Elemental

You seek to channel the power of nature itself, so you have made a pact with a raw force of nature--a Primal Elemental. Primal Elementals are primordial spirits, embodiments and manifestations of nature, and their motivations are often varied and vague, but they all have an unmatched penchant for causing massive destruction, laying waste to entire villages on a whim.

Primal Elemental

There are six types of Primal Elementals: Fire, Frost, Tempest, Water, Earth and Toxin. Each of the Primal Elementals represents certain elements of nature as well as the disasters associated with them, such as typhoons, earthquakes, volcanoes and tsunamis.

The Primal Elementals may could be any of the following: massive embodiments of the elements that cause destruction in their wake, incredibly powerful Genies, Giants and Dragons, sentient god-like beings with their own agenda, or even actual gods.

Expanded Spell List: Primal Elemental
Spell Level Primal Elemental Spells
1st Chromatic Orb
2nd Dragon's Breath
3rd Elemental Weapon
4th Conjure Minor Elementals
5th Conjure Elemental
Expanded Spell List: Fire Elemental
Spell Level Fire Spells
1st Burning Hands
2nd Flaming Sphere
3rd Fireball
4th Wall of Fire
5th Immolation
Expanded Spell List: Frost Elemental
Spell Level Frost Spells
1st Ice Knife
2nd Minute Blizzard
3rd Sleet Storm
4th Ice Storm
5th Cone of Cold

Expanded Spell List

The Prime Elemental Expanded Spells table shows the Primal Elemental spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s element: Fire, Frost, Tempest, Water, Earth or Toxin.

Expanded Spell List: Tempest Elemental
Spell Level Tempest Spells
1st Witch Bolt
2nd Gust of Wind
3rd Lightning Bolt
4th Storm Sphere
5th Control Winds
Expanded Spell List: Water Elemental
Spell Level Water Spells
1st Create & Destroy Water
2nd Warding Wind
3rd Tidal Wave
4th Control Water
5th Maelstorm
Expanded Spell List: Earth Elemental
Spell Level Earth Spells
1st Earth Tremor
2nd Maximilan's Earthen Grasp
3rd Erupting Earth
4th Stone Shape
5th Transmute Rock
Expanded Spell List: Toxin Elemental
Spell Level Toxin Spells
1st Inflict Wounds
2nd Melf's Acid Arrow
3rd Acidic Barrage
4th Vitriolic Sphere
5th Cloudkill

1

Elemental Ally

First Level Feature

You can speak, read, and write Primordial and can commune flawlessly with all elementals.


Master of The Element

First Level Feature

When you deal elemental damage to a creature corresponding with the patron you picked, you deal extra d4 damage equal to half the amount of damage die rolled of the same type. This effect does not consider other types of damage, even if they originate from the same source. For example, a Flame Tongue would only deal an additional 1d4 points of fire damage if your patron is the Primal Elemental of Fire. Refer to the Primal Elemental Damage Types table.


Primal Elemental Damage Types
Primal Elemental Damage Type
Fire Fire
Frost Cold
Tempest Lightning, Thunder
Water Bludgeoning (Water-based)
Earth Bludgeoning (Earth-based)
Toxin Acid, Poison

Element-Worn

Sixth Level Feature

Your mastery and casual exposure to the elements of your patron have caused your body to grow more callous
towards them. Starting at sixth level, you gain
resistance to the elements of your patron, as seen in
the Primal Elemental Damage Types table. If your
patron is a water Elemental, you gain swimming
speed equal to your walking speed as well as the
ability to breathe underwater.


A Force of Nature

Sixth Level Feature

You've spent a long time perfecting your relationship with the element of your Primal Elemental patron. Using a bonus action, you may call on the power of your patron, granting yourself a damaging, 10-foot aura that deals 3d4 damage, determined by your patron, to everyone starting their turn within range. You may use an action to expend your aura, choosing a point that you can see and forcing all enemies within a 10-foot-radius sphere to make a dexterity saving throw or take 6d4 damage or half as much on a successful save and turning that area into difficult terrain.

At higher levels, the amount of damage die increases to equal your proficiency bonus for the aura and twice your proficiency bonus for the attack. Once you use this feature, you can't use it again until you finish a short or long rest.

Elemental Resistance

Tenth Level Feature

Your patron has granted you a shield, melding their elements with your body. Starting at tenth level, you have gained Magic Resistance, granting you advantage on saving throws against spells and other magical effects.

Elemental Form

Fourteenth Level Feature

You have become a true force of nature, and your body may change to reflect so. Starting at fourteenth level, you
may turn into a manifestation of your patron's
calamitous nature, becoming a Primal
Manifestation, as seen in the statblocks on
page 6. Only your physical stats change,
while your mental stats remain the same.
Once you use this feature, you can't use it
again until you have finished a long rest.
Your Primal Form lasts for ten minutes.

2

Variant Rule: Mystic Arcanum Expanded Spell List

As a warlock of a Primal Elemental, you have an expanded spell list when choosing your Mystic Arcanum spells at levels 11, 13, 15 and 17.

Expanded Spell List: Fire Elemental
Spell Level Fire Spells
6th -
7th Delayed Blast Fireball
8th Incendiary Cloud
9th Meteor Swarm
Expanded Spell List: Tempest Elemental
Spell Level Tempest Spells
6th Chain Lightning
7th Whirlwind
8th Control Weather
9th Storm of Vengeance
Expanded Spell List: Frost Elemental
Spell Level Frost Spells
6th Ice Wall
7th Prismatic Spray
8th -
9th Storm of Vengeance
Expanded Spell List: Earth Elemental
Spell Level Earth Spells
6th Bones of The Earth
7th -
8th Earthquake
9th Meteor Swarm
Expanded Spell List: Water Elemental
Spell Level Water Spells
6th -
7th -
8th Tsunami
9th Storm of Vengeance
Expanded Spell List: Toxin Elemental
Spell Level Toxin Spells
6th Harm
7th Prismatic Spray
8th -
9th Storm of Vengeance

Minute Blizzard

2nd-level evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, V
  • Duration: Concentration, up to 1 minute

You select a point within range, conjuring a blizzard centered on that point. The blizzard is contained within a 5-foot radius, 40-foot high cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is stung by the frigid winds, and it must make a Constitution saving throw. It takes 2d10 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creatures within the cylinder have halved movement speed and their sight is obscured.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Classes: Druid, Wizard

Acid Barrage

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create six blobs of acid in your space. They cover your body like armour for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the blobs, sending them streaking toward a point or points you choose within 120 feet of you. Once a blob reaches its destination or impacts against a solid surface, the blob explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 3d4 acid damage on a failed save, or half as much damage on a successful one.

Additionally, each time a creature lands a melee attack on you they must make a Constituation saving throw, taking 3d4 acid damage on a failed save or half as much on a successful one and reducing your blobs by 1.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of blobs created increases by two for each slot level above 3rd.

Classes: Sorceror, Wizard

3

Pact of The Chain Option

At 3rd level, a warlock gains the Pact Boon feature. The Lesser Elemental is an additional familiar option available to warlocks of the Primal Elemental patron who select the Pact of the Chain.


Lesser Water Elemental

Tiny elemental, chaotic neutral


  • Armor Class 14
  • Hit Points 10(1d4 + 5)
  • Speed 15ft., swim 45 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 8 (-2)

  • Skills Stealth +5
  • Senses passive Perception 11, blindsight 10 ft.
  • Languages understands Aquan but can't speak
  • Challenge 1 (200 XP)

False Appearance. While this creature remains motionless, it is indisgtinguishable from a normal liquid.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 feet until the end of its next turn.

Shape-shifting. Using an action, the elemental can change the texture, colour and consistency of its body to resemble any liquid it's immersed in.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3)



Lesser Earth Elemental

Tiny elemental, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 10(1d4 + 5)
  • Speed 15ft., swim 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-2)

  • Skills Athletics +5, Stealth +3
  • Senses passive Perception 11, tremorsense 10 ft.
  • Languages understands Terran but can't speak
  • Challenge 1 (200 XP)

False Appearance. While this creature remains motionless, it is indisgtinguishable from a normal rock.

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. It can only move 5 ft. at a time using this feature.

Shape-shifting. Using an action, the elemental can change the texture and colour of its body to resemble any mineral it's immersed in.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3)

4


Lesser Tempest Elemental

Tiny elemental, chaotic neutral


  • Armor Class 14
  • Hit Points 10(1d4 + 5)
  • Speed 5ft., fly 45 ft.

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 8 (-2)

  • Skills Stealth +3
  • Senses passive Perception 11, blindsight 10 ft.
  • Languages understands Auran but can't speak
  • Challenge 1 (200 XP)

False Appearance. While this creature remains motionless, it is indistinguishable from a normal cloud of gas.

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Zap. Ranged Weapon Attack: +5 to hit, reach 10ft., one target. Hit 4 (2d4) lightning damage.


Lesser Frost Elemental

Tiny elemental, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 10(1d4 + 5)
  • Speed 5ft., fly 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 5 (-3) 10 (+0) 8 (-2)

  • Skills Athletics +5, Stealth +2
  • Senses passive Perception 11, blindsight 10 ft.
  • Languages understands Aquan but can't speak
  • Challenge 1 (200 XP)

False Appearance. While this creature remains motionless, it is indistinguishable from a normal cloud of gas.

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam. Ranged Weapon Attack: +5 to hit, reach 10ft., one target. Hit 6 (1d6+3) cold damage.


Lesser Acid Elemental

Tiny elemental, chaotic neutral


  • Armor Class 14
  • Hit Points 10(1d4 + 5)
  • Speed 15ft., swim 45 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 8 (-2)

  • Skills Stealth +5
  • Senses passive Perception 11, blindsight 10 ft.
  • Languages understands Aquan but can't speak
  • Challenge 1 (200 XP)

False Appearance. While this creature remains motionless, it is indisgtinguishable from a normal liquid.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 feet until the end of its next turn.

Corrosive Nature. If a creature comes in contact with the elemental, it may choose to deal 2 (1d4) acid damage to it. Constructs are immune to this effect.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) acid damage.


Lesser Fire Elemental

Tiny elemental, chaotic neutral


  • Armor Class 14
  • Hit Points 10(1d4 + 5)
  • Speed 15ft., swim 45 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 8 (-2)

  • Skills Stealth +5
  • Senses passive Perception 11, blindsight 10 ft.
  • Languages understands Ignan but can't speak
  • Challenge 1 (200 XP)

False Appearance. While this creature remains motionless, it is indisgtinguishable from a normal flame.

Firelight. This elemental sheds bright light in a 5 foot radius around it and dim light for 5 more.

Actions

Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) fire damage.

5


Primal Manifestation: Toxin

Huge elemental, any alignment


  • Armor Class 17 (natural armour)
  • Hit Points 96(10d8 + 50)
  • Speed 65 ft.

STR DEX CON INT WIS CHA
11 (+0) 22 (+6) 20 (+5) x (+x) x (+x) 20 (+5)

  • Damage Immunities acid, poison
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities blinded, poisoned
  • Senses blindsight 60 ft.
  • Languages Understands any language it understands in default form but can only speak in Aquan
  • Challenge 9 (5,000 XP)

Liquid Form. This Manifestation is a shifting form of acid and poison, and may thus occupy the same space as another creature. Creatures within the Manifestation are considered underwater, and whenever they start or end their turn within the Manifestation's space they take 2d4 acid damage, and move through it, they take 1d4 acid damage per tile moved.

Toxic Core. When the Manifestation drops to 50 hitpoints, all of its attacks deal an extra 2d4 poison damage as its form releases the toxic gases within.

Actions

Multiattack. The Manifestation makes two weapon attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 13 (1d12+6) acid + 7 (1d12) poison.

Poison Breath (Recharge 5-6). The Manifestation exhales poisonous gas in a 30 foot cone. Each creature in that area must make a DC 16 Constitution saving throw or take 35 (10d6) poison damage on a failed save, or half as much on a successful save.

Acid Breath (Recharge 3-4). The Manifestation exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw or take 35 (10d6) acid damage on a failed save, or half as much on a successful save.

Vitriolic Sphere (2/day) The Manifestation casts the Vitriolic Sphere spell.


Primal Manifestation: Earth

Huge elemental, any alignment


  • Armor Class 17 (natural armour)
  • Hit Points 95(10d8 + 50)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) x (+x) x (+x) 20 (+5)

  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks, psychic
  • Condition Immunities blinded, poisoned
  • Senses tremorsense 60 ft.
  • Languages Understands any language it understands in default form but can only speak in Terran
  • Challenge 9 (5,000 XP)

Destructive Wake. All terrain within a 10 ft. radius around the Primal Manifestation becomes difficult terrain.

One With The Earth. This Primal Manifestation is an embodiment of the earth itself, thus ignoring all difficult terrain caused by rocks.

Molten Core. When the Manifestation drops below 48 hitpoints, it reveals its magma core, infusing all its attacks with 2d4 fire damage.

Actions

Multiattack. The Manifestation makes two weapon attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 20 (2d12+6) bludgeoning

Rock Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.

Shield. The Manifestation sacrifices 2d10 hp, shielding an ally with some of the minerals composing its body and granting an ally half the amount rolled rounded up as temporary hp as well as +1 to AC. The target's AC cannot exceed 19 in this way. The Manifestation can only have one target under the effect of its Shield at a time.

Earthquake The Manifestation replicates the effects of the Earthquake spell within a 60-foot radius area centered around itself. Once the spell ends, the Manifestation returns to its original form and gains a point of exhaustion.

6


Primal Manifestation: Fire

Huge elemental, any alignment


  • Armor Class 16
  • Hit Points 105(11d8 + 55)
  • Speed 65 ft.

STR DEX CON INT WIS CHA
11 (+0) 22 (+6) 20 (+5) x (+x) x (+x) 20 (+5)

  • Damage Immunities fire, poison
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks, cold
  • Condition Immunities blinded, poisoned
  • Senses blindsight 60 ft.
  • Languages Understands any language it understands in default form but can only speak in Ignan
  • Challenge 9 (5,000 XP)

A Being of Fire. This Primal Manifestation is an embodiment of fire itself, thus taking 1d6 necrotic damage for each 5 ft. of water it starts or ends its turn on or passes through, and is considered difficult terrain.

Abstract Form. This Primal Manifestation may stand within another creature's space, dealing 2d6 fire damage to any creature that starts or ends its turn within the Manifestation's space. Additionally, any creature passing through the Manifestation's space takes 1d6 fire damage for each tile it moves.

Burning Rage. When the Manifestation drops below 50 hitpoints, its flames burn brighter, infusing all its attacks with an extra 2d4 fire damage.

Actions

Multiattack. The Manifestation makes two weapon attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 20 (2d12+6) fire

Firebolt Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) fire damage.

Fire Storm The Manifestation casts the Fire Storm spell. Once the spell is finished casting, the Manifestation returns to its normal form and gains a point of exhaustion.



Primal Manifestation: Tempest

Huge elemental, any alignment


  • Armor Class 17 (natural armour)
  • Hit Points 86(9d8 + 45)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 22 (+6) 20 (+5) x (+x) x (+x) 20 (+5)

  • Damage Immunities lightning, thunder, poison
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities blinded, poisoned
  • Senses blindsight 60 ft.
  • Languages Understands any language it understands in default form but can only speak in Auran
  • Challenge 9 (5,000 XP)

Stormcloud. This Manifestation is a shifting form of wind, cloud and lightning. If another creature starts or ends its turn within the Manifestation's space, or passes through it, the Manifestation may force them to make a Dexterity saving throw (DC 16) or take 3d6 lightning or thunder damage, or half as much on a successful save.

Raging Storm. When the Manifestation drops to 50 hitpoints, all of its attacks deal an extra 2d4 thunder or lightning damage.

Actions

Multiattack. The Manifestation makes two zap attacks or one zap attack and one thunderclap.

Lightning Strike. The Manifestation picks one target that it can see within 120 ft. and forces them to make a Dexterity saving throw or take 16 (3d10) lightning damage, or half as much on a successful save.

Thunderclap All enemies within a 120 ft. radius must make a Constitution saving throw DC 16 or take 14 (4d6) thunder damage, or half as much on a successful save.

Gale. The Manifestation sends out an immensely powerful current of wind into a line in front of it that is 100 ft. long and 10 ft. wide, forcing enemies to make a Strength saving throw DC or be blown 30 ft. towards or away from the Manifestation on a failed save, or 5 ft. on a successful save.

Chain Lightning The Manifestation casts the Chain Lightning spell at 7th level. Once the spell ends, the Manifestation returns to its original form and gains an extra point of exhaustion.

7


Primal Manifestation: Water

Huge elemental, any alignment


  • Armor Class 17 (natural armour)
  • Hit Points 96(10d8 + 50)
  • Speed 60 ft., swim 120 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) x (+x) x (+x) 20 (+5)

  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks, fire
  • Condition Immunities blinded, poisoned
  • Senses tremorsense 60 ft.
  • Languages Understands any language it understands in default form but can only speak in Aquan
  • Challenge 9 (5,000 XP)

Liquid Form. This Manifestation is a shifting form of water, and may thus occupy the same space as another creature. Creatures within the Manifestation are considered underwater, and may even swim through it freely should it let them.

Seastorm. When the Manifestation drops to 50 hitpoints, all of its attacks deal an extra 2d4 lightning damage as its form becomes stormier.

Actions

Multiattack. The Manifestation makes two weapon attacks and one whelm attack.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 20 (2d12+6) bludgeoning

Whelm Each creature in the Manifestation's space must make a DC 15 Strength saving throw. On a failure, a target takes 15 (2d8 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target may swim out of the Manifestation's space.

The Manifestation can grapple two Large creatures or up to four Medium or smaller creatures at one time. At the start of each of the Manifestation's turns, each target grappled by it takes 15 (2d8 + 6) bludgeoning damage. A creature within 5 feet of the Manifestation can pull a creature or object out of it by taking an action to make a DC 16 Strength check and succeeding.

Control Water. The Manifestation casts the Control Water spell.



Primal Manifestation: Frost

Huge elemental, any alignment


  • Armor Class 17 (natural armour)
  • Hit Points 115(12d8 + 60)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) x (+x) x (+x) 20 (+5)

  • Damage Immunities cold, poison
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks, fire, psychic
  • Condition Immunities blinded, poisoned
  • Senses tremorsense 60 ft.
  • Languages Understands any language it understands in default form but can only speak in Aquan
  • Challenge 9 (5,000 XP)

Destructive Wake. All terrain within a 15 ft. radius around the Primal Manifestation becomes difficult terrain caused by a blizzard centered on the Manifestation.

Frozen Core. When the Manifestation drops to 55 hitpoints, the Icy Breath ability becomes more powerful, petrifying them for 10 minutes on a failed Constitution save, and halving their movement speed on a successful save.

Actions

Multiattack. The Manifestation makes two weapon attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 14 (1d12+6) bludgeoning + 7 (1d12) cold

Ice Spear Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 16 (2d10+6) piercing + 6 (1d10) cold.

Icy Breath (Recharge 4-6). The Manifestation blows frozen wind in a 30 ft. cone in front of it, forcing all creatures within range to make a Constitution saving throw. On a fail, they take 22 (4d10) cold damage and their movement speed is halved for one round. On a succes, they take half as much damage and their movement speed is not halved.

Wall of Ice (1/day). The Manifestation casts the Wall of Ice spell.

8

Eldritch Invocations


Burning Scimitar of Pyros

Prerequisite: Primal Elemental of Fire patron, Pact of The Blade


When you create your weapon as a scimitar, it manifests as an obsidian scimitar engraved with Ignan runes and forged in the Elemental Plane of Fire. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 fire damage to the target per spell level.


Frozen Greatclub of Ymir

Prerequisite: Primal Elemental of Frost patron, Pact of The Blade


When you create your weapon as a greatclub, it manifests itself as a large greatclub made of ice engraved with massive runes in Giant. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 cold damage to the target per spell level.


Trident of The Leviathan

Prerequisite: Primal Elemental of Water patron, Pact of The Blade


When you create your weapon as a trident, it manifests itself as a trident made of constantly swirling water with faintly glowing Aquan runes covering it. You may use a bonus action to make a ranged attack with the trident, using one of the prongs as a projectile with a range of 20/60 ft. that deals 2d4 force damage. This effect activates the Master of The Element feature.



Raging Whip of Stryos

Prerequisite: Primal Elemental of Tempest patron, Pact of The Blade


When you create your weapon as a whip, it manifests itself as a whip made of lightning, with a handle made out of stormcloud. Instead of the traditional slashing damage, it does 2d4 thunder damage instead. Additionally, when you hit a creature with it, you can expend a spell slot to deal an additional 2d8 lightning damage to the target per spell level.

Maul of The Dao

Prerequisite: Primal Elemental of Earth patron, Pact of The Blade


When you create your weapon as a maul, it manifests itself as a maul made of various rocks and metals blended together and engraved with Terran runes. When you hit a creature with it, you can expend a spell slot to deal an additional 2d4 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.


Corrosive Bow

Prerequisite: Primal Elemental of Toxin patron, Pact of The Blade


You can create a longbow using your Pact of The Blade feature. When you draw back its string and fire, it creates an arrow of pure acid, which cannot be retrieved and deals acid damage instead of the traiditional piercing damage. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 poison damage to the target per spell level.

9