## Elemental Options for Warlocks
Below are elemental-themed options for Warlocks who favor damage over a variance of : The Enclave Otherworldly Patron and the Pact of the Primordial Soul.
### Otherworldly Patron: The Enclave
You have, for better or worse, caught the attention of the Enclave, a small society of ancient elementals. Their true goals are unknowable and their visages unreadable, but the influence they wield over the inner planes is without question. Your service to them affords you great power; power not meant for mortals. Utilizing their gifts is inherently dangerous, as you now exist upon the boundaries of the material. *(Note: Warlocks who choose the Enclave as their Otherworldly Patron must take the Primordial Soul Pact Boon)*
#### Primordial Pool
Followers of the Enclave don't crave dark arcane secrets, they seek instead the raw power of the Elemental Planes. You forego traditional spellcasting, using that energy instead to empower your damaging cantrips.
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You begin with a number of cantrips as indicated in the Warlock class table. Additionally, you learn a number of cantrips equal to your Proficiency bonus. These additional cantrips may be selected from the Sorcerer or Wizard spell lists, but they must deal damage with an elemental descriptor.
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You are always considered to have 0 spell slots and 0 spells known. (Spells Known and Spell Slots from other casting classes are unaffected) You instead start with a pool of points you can use to empower your cantrips called a Primordial Pool. You have a number of points in your Primordial Pool equal to 4 times your Warlock Level. These points are recovered after a short or long rest.
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Any time you cast a cantrip that deals damage with the Acid, Cold, Electric, or Fire descriptor, you may use a Bonus Action to deal additional damage of the element you are attuned to equal to the number of points spent.
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Channeling in this way is dangerous, however. If you spend a number of points higher than (CON + Prof) on a single spell, you take Necrotic damage equal to the number of points spent over this limit. If you spend more points than (2*CON + Prof), you take Necrotic damage equal to twice the number of points spent over the first limit.
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Accepting the full breadth of power offered by the Enclave all at once would mean certain death. Beginning at 1st level you may spend 10 minutes after a short or long rest in deep meditation and attune yourself to one of the four elemental planes. Doing so allows you to focus on one particular element and channel its power to affect your other abilities.
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This process is lengthy by necessity as it is physically taxing. You may hasten this process no-combat at the cost of your vitality. 

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As a full-round action, you may spend points from your Primordial Pool equal to your 1/2 your Warlock Level (rounded up) to attune yourself to a different element and take Necrotic damage equal to the number of points spent.
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As a move action action, you may spend points from your Primordial Pool equal to your your Warlock Level to attune yourself to a different element and take Necrotic damage equal to the number of points spent.
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As a bonus action, you may spend points from your Primordial Pool equal to your 2x your Warlock Level to attune yourself to a different element and take Necrotic damage equal to the number of points spent
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*(Note: This ability removes Spell slots and Spells Known of 1st Level and higher)*
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#### Elemental Overflow
Your control over the elements is imperfect At 1st level, whenever you cast a cantrip with an elemental descriptor, 
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#### Master Exploder
You ability to harness elemental energy grows as you become familiar with its ebb and flow. Beginning at 6th level, as an action, you may open your soul to the fury of the elements and release a wave of energy at your enemies. Creatures within 20ft of you take 8d6 points of damage of the element you are currently attuned to. Creatures caught in the area of effect may make a Dexterity saving throw (DC = your spell save DC) for 1/2 damage. Once you use this ability, you may not do so again until you complete a short or long rest.
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You may use this ability twice between rests beginning at 11th level and 3 times between rests beginning at 15th level.

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#### Elemental Adaptation
Your near-constant connection to the elements has begun to change your physical form. Beginning at 10th level, you gain resistance to whichever element you are attuned to and a special movement type associated with that element.
##### Elemental Adaptation
| Element| Movement Type |
|:--------:|:-------------|
| Air | A flying speed equal to your base walking speed |
| Earth | A burrowing speed equal to 1/2 your base walking speed |
| Fire| +15ft to your base walking speed |
| Water | A swim speed equal to your base walking speed

#### Visage of the Elements
You acclamation to the elements allows you to temporarily become a being similar to the denizens of the inner planes.
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Beginning at 14th level you can use your action to magically assume the shape of an elemental appropriate to the element you are attuned to. You can stay in an elemental form for a number of minutes equal to half your Warlock level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a Bonus Action on your turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die. While in this form you may still utilize your Primordial Pool and apply it's damage bonuses to your elemental form's attacks. (Necrotic damage taken is applied to your form's HP first)
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While you are transformed, the following rules apply:
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-Your game Statistics are replaced by the Statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the elemental. If the elemental has the same proficiency as you and the bonus in its stat block is higher than yours, use its bonus instead of yours. 
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-When you transform, you assume the elemental's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked Unconscious.
You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
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-You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special senses, such as Darkvision, unless your new form also has that sense.
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-You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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### PACT BOON: Pact of the Primordial Soul
Your *Eldritch Blast* cantrip is now a primordial blast that deals elemental damage matching the Elemental Plane you are  attuned to (chosen when this pact is selected). This may also change the shape or range of the spell. Invocations that change the shape of your *Eldritch Blast* ignore the shape listed on the Primordial Blast Table, but the range is assumed to be 60ft and cannot be increased.
##### Primordial Blast
| Elemental Plane | Damage Type | Shape/Range Difference|
|:----:|:-------------|:-------------|
| Air  | Electric | 30ft line, Dex save for 1/2 dmg|
| Earth  | Acid |60ft blast, Con save to take an additional 1d6 acid damage the next round|
| Fire | Fire | 15ft cone, Dex save for 1/2 dmg |
| Water | Cold | 60ft blast, Con save or reduce speed by 10 feet for 1 round (does not stack)|

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