Elemental Chaos
This patron is a powerful elemental being, possibly one of the Princes of Elemental Evil. It cares little for worldly desires, rather embracing primordial chaos and change through its element.
Elemental Chaos Features
Warlock Level | Feature |
---|---|
1st | Expanded Spells, Bonus Cantrips, Primal Composition |
6th | Elemental Slide |
10th | Primal Ward |
14th | Elemental Storm |
Expanded Spells
1st-level Primal feature
Elemental Chaos 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 Chaos Expanded Spells
Spell Level | Spells |
---|---|
1st | burning hands, fog cloud |
2nd | flaming sphere, gust of wind |
3rd | lightning bolt, sleet storm |
4th | conjure minor elementals, wall of fire |
5th | cone of cold, wall of stone |
Bonus Cantrips
1st-level Elemental Chaos feature
You learn two cantrips of your choice from the sorcerer list. Each counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known.
Primal Composition
1st-level Elemental Chaos feature
Once each turn, when you take or deal at least 10 points of damage, you regain a number of hit points equal to your Charisma modifier (minimum of 1 hit point). The damage must be acid, cold, fire, or lightning.
In addition, whenever you deal acid, cold, fire, lightning, poison, or thunder damage with a warlock spell, you can choose to change some or all of the damage to acid, cold, fire, or lightning.
Elemental Slide
6th-level Elemental Chaos feature
You can shift your form into elemental material for 1 minute, which can be air, fire, or water. During this time, you gain benefits based on the element you choose.
Air. You can pass through an opening as small as an inch without squeezing and gain a fly speed of 60 feet.
Earth. You have resistance to piercing and slashing damage and gain a burrow speed equal to your walking speed which you can use to move through earth without disturbing it.
Fire. You gain a climb speed equal to your walking speed and can climb while leaving your hands free. In addition, whenever a creature within 5 feet of you hits you with a melee attack, it takes fire damage equal to your Charisma modifier (minimum of 1 damage).
Water. You can pass through an opening as small as an inch without squeezing, gain a swim speed of 60 feet, and can breathe air and water.
You can assume this form a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Primal Ward
10th-level Elemental Chaos feature
Whenever you finish a short or long rest, choose a damage type which must be acid, cold, fire, or lightning. Until you use this feature again, you have resistance to that damage type.
In addition, whenever an elemental creature attacks you, that creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
Elemental Storm
14th-level Elemental Chaos feature
As an action, you call upon the elements to strike everything within a 30-foot sphere centered at a point you can see within 300 feet of you. The sphere remains for up to 1 minute or until you dismiss it using a bonus action. Each creature and unattended object within the sphere is slammed by earth, fire, water, and wind in a chaotic juxtaposition of elements, and takes 2d12 damage at the end of each of your turns. On each of your turns, roll a d6, the number rolled indicates the damage type all targets take: 1: acid, 2: bludgeoning, 3: cold, 4: fire, 5: lightning, 6: thunder. A creature must make a Dexterity saving throw, and on a successful save, only takes half of the damage.