Pact of the Primordials in Zoetrope | World Anvil

Pact of the Primordials

Prerequisite: Elemental Prince or The Elder Elemental Eye Patron

At 3rd level, your patron gifts you with a mystical connection to their respective Elemental Plane (Air, Earth, Fire, Water), or in the case of the Elder Elemental Eye, all of the Elemental Planes. This connection is personal and invisible to normal senses, but can be sensed by all elemental creatures, and by some divination magics or similar abilities at the DM's discretion.
Choose two of the following cantrips from the group that matches your patron. These cantrips are considered to be warlock spells for you even if they are from another spell list, and they do not count against your limit. You may use your mystical connection to the Elemental Plane of your patron to cast these cantrips at will, without spellcasting focus or spell components. You may not swap out either of the chosen cantrips for other cantrips, by any means.
  • Elder Elemental Eye: Booming Blade, Frostbite, Green-flame Blade, Magic Stone, Resist Elements
  • Elemental Air Prince: Gust, Lightning Lure, Resist Elements, Shocking Grasp
  • Elemental Earth Prince: Magic Stone, Mold Earth, Resist Elements, Resistance
  • Elemental Fire Prince: Control Flames, Fire Bolt, Produce Flame, Resist Elements
  • Elemental Water Prince: Chill Touch, Ray of Frost, Resist Elements, Shape Water

Eldritch Invocations

The following eldritch invocations are available to warlocks with this Pact.

Archomental Blast

Prerequisite: 5th level, Eldritch Blast cantrip, Pact of the Primordials feature

When you use your eldritch blast cantrip, for each beam you may change the damage type from force to a damage type determined by your patron's element (Air: lightning, Earth: bludgeoning, Fire: fire, Water: cold). If you do, that beam deals +2 damage and takes on cosmetic traits appropriate to the particular element and damage type.

Elemental Armament

Prerequisite: 5th level, Pact of the Primordials feature

You can cast Elemental Weapon at will, with a damage type determined by your patron's element (Air: lightning, Earth: *bludgeoning, Fire: fire, Water: cold), without expending a spell slot or material components. You must finish a short or long rest before you can use this invocation again.
*Note: bludgeoning is not normally an option for this spell, but is permitted for a creature who has the Pact of the Primordials [Earth] feature when they use this invocation.

Elemental Doom

Prerequisite: 7th level, Pact of the Primordials feature

You can cast Elemental Bane at will, with a damage type determined by your patron's element (Air: lightning, Earth: *bludgeoning, Fire: fire, Water: cold), without expending a spell slot or material components. You must finish a short or long rest before you can use this invocation again.
*Note: bludgeoning is not normally an option for this spell, but is permitted for a creature who has the Pact of the Primordials [Earth] feature when they use this invocation.

Elemental Ward

Prerequisite: 9th level, Pact of the Primordials feature

As a bonus action during your turn or as a reaction when another creature you can see starts their turn, you can grant resistance against two damage types determined by your patron's element (Air: lightning and thunder, Earth: bludgeoning and slashing, Fire: cold and fire, Water: bludgeoning and cold) to a number of visibile creatures within 60 feet of you (which may include yourself) up to your proficiency bonus. Each target creature benefits from this resistance until the end of your next turn. You may use this invocation a number of times equal to your proficiency bonus per short or long rest.

Improved Elemental Doom

Prerequisite: 9th level, Pact of the Primordials feature

You can cast Elemental Bane at will, with a damage type determined by your patron's element (Air: lightning, Earth: *bludgeoning, Fire: fire, Water: cold), without expending a spell slot or material components, and as if using a 5th level spell slot. You must finish a short or long rest before you can use this invocation again.
*Note: bludgeoning is not normally an option for this spell, but is permitted for a creature who has the Pact of the Primordials [Earth] feature when they use this invocation.

Primordial Chains

Prerequisite: 9th level, Pact of the Primordials feature

You can cast Hold Monster targeting an elemental, at will and without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Banish Elementals

Prerequisite: 15th level, Pact of the Primordials feature

As an action you may instantly banish one or more elemental creatures that are on the material plane and within 150 feet of you, with a combined challenge rating equal to or less than your total character level, sending each of them back to their respective Elemental Plane of origin. Each targeted elemental creature must make a Charisma saving throw; all elementals of your patron's element have disadvantage on this saving throw. Summoned elemental spirits that fail their saving throw are dispelled, all other targeted elementals that fail their saving throw are transported to a random location on their native plane. However, a creature so transported might find their own way back to your current location if they have the means. You must finish a short or long rest before you can use this invocation again.

Command Elementals

Prerequisite: 15th level, Pact of the Primordials feature

As an action, you may cast the spell Dominate Elemental on any number of elemental creatures that you can see within range that have a combined challenge rating equal to or less than your total character level, without using a spell slot and without need of a spellcasting focus or spell components. All elementals of your patron's element have disadvantage on their Wisdom saving throws against this spell when cast by you in this way. You must finish a short or long rest before you can use this invocation again.

Portal of Elemental Evil

Prerequisite: 15th level, Pact of the Primordials feature, evil alignment

While on the material plane, as a ritual taking 10 minutes to cast you may conjure a portal linking an unoccupied space you can see within 60 feet to a random location on the Elemental Plane that is native to your patron.
This requires a significant material component (often a potent magic item), a specific esoteric diagram, alignment of certain portents and signs, a special location, completion of some kind of quest, and / or some other criteria as determined by the DM. The duration of the created portal is permanent but there must be at least one way to close the portal if certain criteria are met, as determined by the DM. The DM might or might not disclose the specific information of how to close the portal as they see fit, but if this information isn't freely disclosed it should still be discoverable with appropriate research or questing.
When the portal is first opened it is only large enough for Tiny or smaller creatures to fit through. Eventually, the portal will expand to allow increasingly larger creatures to pass through it if your patron's influence waxes, and it will shrink if your patron's influence wanes. Your patron's influence is affected by your own accomplishments and setbacks, as well as the accomplishments and setbacks of their other minions upon the plane (if any). While the portal is open, there is always a chance that one or more elemental creatures of appropriate size might wander through it. If the portal grows large enough to allow Gargantuan creatures to pass through it, there is an increasing chance that your patron themselves may pass through the portal; this typically respresents a campaign defining (or ending) event. All of this is left to the DM's discretion.
Once you've created such a portal it exists independently of you. You cannot dismiss the portal, and the portal will remain open if you are killed. You may open more than one such portal, but you must repeat the entire process again for each one.
This invocation enables a campaign with an Elemental Evil theme, providing a mechanism by which Elemental Evil can mount an incursion onto the material plane. This is primarily useful for NPC antagonist warlocks run by the DM, but might also be an interesting option for a player character warlock if the DM is allowing evil party members.

Ultimate Elemental Doom

Prerequisite: 15th level, Pact of the Primordials feature

You can cast Elemental Bane at will, with a damage type determined by your patron's element (Air: lightning, Earth: *bludgeoning, Fire: fire, Water: cold), without expending a spell slot or material components, and as if using an 8th level spell slot. You must finish a short or long rest before you can use this invocation again.
*Note: bludgeoning is not normally an option for this spell, but is permitted for a creature who has the Pact of the Primordials [Earth] feature when they use this invocation.

Air
The following invocations are available to a warlock with this Pact whose patron is an Elemental Prince of Air.

Buffeting Winds

Prerequisite: 9th level, Pact of the Primordials [Air] feature

As an action, you may select an object or creature that you can see within 30 feet of you and make a ranged attack roll. If you hit, the target takes 3d8 bludgeoning damage. Next, there is a chance that you may involuntarily move the target, determined as so:
  • If the target is immobile or weighs more than your class level x 25 lbs, the target is not moved.
  • If the target is a creature it may attempt a Strength saving throw against a DC equal to 12 plus half your class level (rounded down). If this saving throw is successful, the creature is not moved.
  • Otherwise, you may pull the target up to 25 feet in a straight line toward you or push the target up to 25 feet in a straight line away from you, as you prefer. If target hits an obstruction or something else that prevents further movement, such as a wall, the ground, or another creature, both the target and the thing they hit take 3d8 bludgeoning damage and the effect ends. If you are above the target and pull them into the air, they will begin falling at the end of this action and may take additional falling damage.
You must finish a short or long rest before you can use this invocation again.

Howling Vortex

Prerequisite: 9th level, Pact of the Primordial [Air] feature

As an action, you may conjure an area of strong winds (of miles per hour equal to 10 + your class level) which blows and swirls around you in a 10-foot radius, moving with and remaining centered on you, and with a duration of Concentration (1 minute). This has the following effects:
  • The affected area is difficult terrain for creatures other than you.
  • All creatures including you within the affected area are deafened.
  • All unprotected non-magical flames within the affected area that are torch-sized or smaller are extinguished.
  • All vapor, gas, and / or fog that can be dispersed by strong wind are dispersed within the affected area.
  • Creatures in a gaseous form are pushed out of the affected area in a direction of their choosing at the beginning of their turn, and cannot voluntarily enter or pass through the affected area.
  • To voluntarily enter the affected area, creatures of one size category larger than you and all creatures that are smaller than you must succeed at a Strength saving throw against a DC equal to 12 plus half your class level (rounded down).
  • The attack rolls of ranged weapon and ranged magic attacks have disadvantage if the attacks pass through the affected area.
  • All creatures and objects within the affected area reduce damage caused by area of effect attacks, boulders hurled by giants or siege engines, or other similar large projectiles, by 1d10 + your class level.
  • All loose, lightweight materials in the affected area swirl around and are carried along as you move; fragile objects may be destroyed at the DM's discretion. When the effect ends all such materials fall to the ground in a random distribution in a 10 foot radius around you.

Earth
The following invocations are available to a warlock with this Pact whose patron is an Elemental Prince of Earth.

Seal Cavemouth

Prerequisite: 5th level, Pact of the Primordials [Earth] feature

As an action you may conjure enough raw material to instantly seal a cave or tunnel opening that you can see within 60 feet of you that is 15-foot tall by 15-foot wide or less. The seal is seamless and is composed of natural materials, matching the surrounding terrain in appearance, durability, and hardness. The seal can be up to 5 feet thick, and is permanent until destroyed or dispelled. You may be on either side of the opening when you seal it.
When you use this invocation you may name a pass phrase, which can be a single word or a sentence. If the pass phrase is spoken within 10 feet of the seal, it becomes transparent and incorporeal for 1 minute, during which time it can be moved through as if it is unoccupied space.
When the seal is created or when it becomes corporeal again after its pass phrase has been used, any creature or object that is in the space being filled is pushed to one side of the other. In the case of a creature that is not incapacitated their player chooses. In the case of an incapacitated creature or an unattended object, roll a d6. If odd, the incapacitated creature or unattended object is pushed to the same side you are on, otherwise it is pushed to the opposite side.
You may use this invocation once per long rest.

Rocky Bulwark

Prerequisite: 5th level, Pact of the Primordials [Earth] feature

When another creature you can see within 150 feet starts their turn, as a reaction you may raise a rocky protrusion that is approximately 5 feet wide and 8 feet tall from any naked stone or earthen floor you can see within 150 feet of you. This bulwark acts as an obstacle with AC 17 and 25 hit points, and provides three-quarters cover to any Medium or Small sized creature or object behind it (versus attacks from the other side). If the bulwark is reduced to 0 hit points, the area that it is in becomes difficult terrain. You may use this invocation once per proficiency bonus per long rest.

Fire
The following invocations are available to a warlock with this Pact whose patron is an Elemental Prince of Fire.

Pyroclastic

Prerequisite: 5th level, Pact of the Primordials [Fire] feature

You can cast Pyrotechnics at will without expending a spell slot, and without need for spellcasting focus or spell components. You may use this invocation once per proficiency bonus per long rest.

Soulburner

Prerequisite: 7th level, Pact of the Primordials [Fire] feature

As an action, you may spend one or more of your Hit Dice to blast a salvo of flaming energies against a target within 60 feet, which inflicts fire damage equal to the rolled result of the expended Hit Dice plus your total character level. On a successful Dexterity saving throw against a DC equal to 12 + half your warlock level (rounded down), the target takes half damage.

Delayed Blast

Prerequisite: 15th level, Pact of the Primordials [Fire] feature

You can cast Delayed Blast Fireball at will, without expending a spell slot, without a spellcasting focus, and without spell components, as if using a 7th level spell slot. You must finish a long rest before you can use this invocation again.

Water
The following invocations are available to a warlock with this Pact whose patron is an Elemental Prince of Water.

Icicle

Prerequisite: 5th level, Pact of the Primordials [Water] feature

You can cast Ice Knife once using a warlock spell slot. You can't do so again until you finish a long rest.

Sleet

Prerequisite: 5th level, Pact of the Primordials [Water] feature

You can cast Sleet Storm as an action at will, without expending a spell slot, and without an arcane focus or spell components. You may use this invocation once per short or long rest.

Waterwall

Prerequisite: 5th level, Pact of the Primordials [Water] feature

You can cast Wall of Water as an action at will, without expending a spell slot, and without an arcane focus or spell components. You may use this invocation once per proficiency bonus per long rest.

Aquaball

Prerequisite: 7th level, Pact of the Primordials [Water] feature

You can cast Watery Sphere as an action at will, without expending a spell slot, and without an arcane focus or spell components. You may use this invocation once per short or long rest.

Watery Hand

Prerequisite: 9th level, Pact of the Primordials [Water] feature

You can cast Bigby's Hand as an action at will, without expending a spell slot, and without an arcane focus or spell components. When cast by you in this way, this spell is formed of elemental water instead of force and the Clenched Fist effect inflicts bludgeoning instead of force damage; it otherwise works as described in the spell's description. You must finish a long rest before you can use this invocation again.

Absolute Icewall

Prerequisite: 15th level, Pact of the Primordials [Water] feature

You can cast Wall of Ice as if using a 9th level spell slot as an action at will, without expending a spell slot, and without need for an arcane focus or spell components. When cast by you in this way, this spell does not require concentration and instead has a duration of 10 minutes. However, if you do so you must succeed at a DC 20 Constituion saving throw or suffer one level of exhaustion, and you must complete 1d4 long rests before using this invocation again.

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