Today we introduce you to a new warlock patron, The Primordial. This is a new warlock patron coming in the next DMsGuild Mage College supplement- Goldeneye’s Guide to Warlocks. In this new supplement, you will find many new warlock subclasses, like this one, magic items, and new spells, with original art done by our Head Curator, Kannah. This eldritch tome is narrated from the point of view of the mischievous and mysterious Maeldir Goldeneye as he recounts the dangers and ordeals he went through seeking out a suitable patron.
Let us know what you think of this subclass in the comments below or on Twitter (@Archmage_Derek)!
Art: Ydris, Maelstrom Wielder by Karl Kopinski, Wizards of the Coast
Warlock Patron: The Primordial
Your patron is a god-like being made of manifest entropy and elemental energy known as a primordial. Through your pact, your patron awakens you to the power of the same, entropic energy, granting you power over the elements.
As part of your pact with this patron, you may find the terms of your bargain lead you on a destructive path as the nature of the elements and entropy is, naturally, chaos. Though not necessarily inclined towards good or evil, this unique relation with the forces of nature will often make you the harbinger of end and new beginnings.
Expanded Spell List
The Primordial 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.
The Primordial Expanded Spell List
|1st level||absorb elements*, chromatic orb|
|2nd level||blur, dragon’s breath*|
|3rd level||elemental weapon, protection from energy|
|4th level||conjure minor elementals, elemental bane*|
|5th level||commune with nature, planar binding|
*Found in Xanathar’s Guide to Everything
One with Creation
At 1st level, you become proficiency in Nature and Survival. Additionally you can speak Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
At 1st level, you gain the ability to channel elemental energy into your spells attacks. You have a pool of d6s that you spend to fuel this energy. The number of dice in the pool equals 1 + your warlock level.
Once per turn, when you deal damage to a creature with an attack, you can deal additional damage to the target, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Choose acid, cold, fire, or lightning, roll the dice you spend, add them together, and deal extra damage equal to the total of the type you chose.
Your pool regains all expended dice when you finish a long rest.
6th level, your body changes based on the elemental energy you wield. When you expend a warlock spell slot to cast a spell that deals acid, cold, fire, or lightning damage you gain one of the following benefits based on the type of damage dealt by the spell.
Acidic Coating. When you cast a spell that deals acid damage, until the start of your next turn, when creature within 5 feet of you that hits you with a melee attack it takes acid damage equal to half your warlock level + your Charisma modifier.
Frozen Defense. When you cast a spell that deals cold damage, until the start of your next turn, you gain a bonus equal to your AC equal half your proficiency bonus (rounded down) until the start of your next turn.
Igneous Aura. When you cast a spell that deals fire damage, until the start of your next turn when a creature ends its turn within 10 feet of you, it takes fire damage equal to your Charisma modifier.
Lightning Reflexes. When you cast a spell that deals lightning damage, your speed increases by 15 feet and you gain a bonus to Dexterity saving throws equal to half your proficiency bonus until the start of your next turn.
If you cast a spell that deals more than one of these types of damage, you only get the benefit of one these (you choose).
Beginning at 10th level, when you are dealt acid, cold, fire, or lightning damage, you can use your reaction to reduce the damage by an amount equal to your warlock level + your Charisma modifier. If you reduce the damage to 0, the next time you deal acid, cold, fire, or lightning damage before the end of your next turn, you deal extra damage equal to your Charisma modifier.
Starting at 14th level, as a bonus action, you can temporarily enter a state in which you become a conduit of pure elemental energy. For the next minute, you gain the following benefits:
- Your Elemental Surge dice become d10s instead of d6s.
- Once per turn, when you roll for acid, cold, fire, or lightning damage, you can reroll the damage dice and use either total.
- Whenever you deal acid, cold, fire, or lightning damage to a creature, you ignore resistance to those damage types and treat immunity to them as though it were resistance.
Once you use this feature, you can’t use it again until you finish a long rest.