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, Elemental Weave |
6th | Elemental Slide |
10th | Primal Ward |
14th | Primal Composition |
Expanded Spells
1st-level Elemental Chaos feature
The Primal 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. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything or a dagger, in which case it is linked to the appropriate page. If you select the Pact of the Chain at 3rd level, you can pick a chaos wisp as your familiar (see below).
Elemental Chaos Expanded Spells
Spell Level | Primal Spells | Air Spells | Earth Spells | Fire Spells | Water Spells |
---|---|---|---|---|---|
1st | absorb elements* | fog cloud | earth tremor* | faerie fire | ice knife* |
2nd | flame blade | dust devil* | Maximilian’s earthen grasp* | Aganazzar’s scorcher* | Snilloc’s snowball swarm* |
3rd | elemental weapon | lightning bolt | wall of sand* | Melf’s minute meteors* | tidal wave* |
4th | conjure minor elementals | wind barrier† | vitriolic sphere* | wall of fire | control water |
5th | conjure elemental | control winds* | transmute rock* | immolation* | maelstrom* |
If you don’t have access to Xanathar’s Guide to Everything, substitute the spells with an evocation or transmutation spell from the druid or sorcerer spell list that doesn’t deal acid, cold, fire, or lightning damage unless that damage matches the one from your Elemental Weave feature.
Elemental Weave
1st-level Elemental Chaos feature
When you adopt this patron, choose an elemental affinity: air, earth, fire, or water. Whenever you cast a warlock spell the deals acid, cold, fire, lightning, poison, or thunder damage, you can choose to change some or all of the damage to one matching your elemental affinity: acid (earth), cold (water), fire (fire), lightning (air).
In addition, whenever you cast a spell that deals matching damage to your affinity’s type, you increase the damage it deals by an amount equal to your proficiency bonus.
Elemental Slide
6th-level Elemental Chaos feature
You can shift your form into an ethereal elemental wisp for 1 minute. During this time, you can pass through an opening as small as an inch without squeezing. 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
You have resistance to the damage type associated with your Elemental Weave feature.
In addition, when you take acid, cold, fire, lightning, poison, or thunder damage, you can take a reaction to convert the damage to the type matching your element. Once you do so, you can’t do this again until you finish a short or a long rest.
Primal Composition
14th-level Elemental Chaos feature
Once each turn, when you take or deal at least 10 points of damage matching your Elemental Weave feature’s type, you regain a number of hit points equal to your Charisma modifier (minimum of 1 hit point). After regaining hit points in this way the next warlock spell you cast that is on your Expanded Spells list has a +2 bonus on its attack roll and spell save DC.
Chaos Wisp
Tiny Elemental, chaotic neutral
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 30 ft. (hover)
STR
4 (−3)
DEX
18 (+4)
CON
13 (+1)
INT
7 (−2)
WIS
12 (+1)
CHA
10 (+0)
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison and the damage type from your Elemental Weave feature
Condition Immunities poisoned
Senses blindsight 30 ft., passive Perception 11
Languages understands Common and Primordial
Challenge 1/2 (100 XP) Proficiency Bonus +2
Illumination. The wisp sheds bright light in a 10-foot radius sphere and dim light in
an additional 10 feet. The light acts as if cast by a 1st-level spell.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) damage
(type is the same as your Elemental Weave feature’s damage).