The Elemental

You have forged a pact with a being with ties to the Elemental Planes, a creature that can wield raw elemental power as it pleases. Elementals can be nearly any alignment, as can your patron. However, most elementals tend to not care much about the planes beyond their homes, which means your patron must have chosen to forge a pact with a mortal for a very important reason. Elemental forces powerful enough to make such a deal include princes of Elemental Evil such as Olhydra or Imix; creatures with ties to a particular element such as krakens; and powerful genies.

Your pact boon

Each Pact Boon option produces a special creature or an object that reflects your patron's nature. Here are a few examples.

Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be most any familiar option, as elemental forces vary wildly in personality and appearance. If you would like more elemental flavor, you may choose a Small or Tiny elemental of a CR less than 1, at your DM's permission.

Pact of the Blade. If your patron is Yan-C-Bin, your pact weapon might be an ornate white bow, its wood carved with symbols of elemental air. If your patron is an ancient kraken, your weapon might be a strange-looking trident whose handle is carved to resemble a tentacle. If your patron is a powerful efreet, your pact weapon might be a scimitar with runes of elemental fire engraved along the blade. Pact weapons are varied among creatures of the elements.

Pact of the Tome. If your patron is tied to elemental air, your Book of Shadows might be a light, leather-bound volume containing the secrets of flight. If you serve a being of elemental fire, your Book might be the diary of a pyromaniac, describing his life of exile. A creature of elemental earth might bestow a heavy, thick book with a map leading to a vast treasure of jewels. Finally, if you choose to follow elemental water, your Book might be a weathered old tome, found at the bottom of the seafloor in perfect condition.

Expanded Spell List

The Elemental lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Elemental Expanded Spells
Spell Level Spells
1st absorb elements, chromatic orb
2nd magic weapon, Nystul's magic aura
3rd elemental weapon, spirit guardians
4th banishment, conjure minor elementals
5th conjure elemental, planar binding

See the Player's Companion or Princes of the Apocalypse for absorb elements.

Elemental Lore

Starting at 1st level, you have intimate knowledge of the elemental planes and the creatures that live on them. You can speak, read, and write Primordial. In addition, you have advantage on ability checks made to recall knowledge about the elemental planes or their inhabitants.

Elemental Backup

Starting at 6th level, your patron can send you an elemental assistant in times of need. As an action, you can call such an assistant from the elemental planes. An elemental of challenge rating 1 or less appears in an unoccupied space within 10 feet of you. This elemental will defend you in combat to the best of its ability. If the elemental falls to 0 hit points, it returns to the plane it came from in a puff of smoke. The elemental returns to its home plane in 1 hour.

Once you use this feature, you can't use it again until you finish a short or long rest.

One with the Elements

Starting at 10th level, your proficiency with wielding elemental power is nearly unmatched. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You have resistance to the chosen damage type. In addition, you have advantage on spell attack rolls whose damage would include your chosen damage type.

Primordial Curse

Starting at 14th level, you can impose a dreadful elemental curse on your opponents. Choose a creature that you can see within 60 feet of you. The creature must succeed on a Constitution saving throw against your spell save DC, or be afflicted with this curse. Choose one of the following dmage types: acid, cold, fire, lightning, or thunder. On each of the creature's turns, it takes 3d8 damage of that type. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a long rest.

Credits

Template provided by The Homebrewery.