Warlock Patrons

Warlocks rely on power borrowed from ancient, unknowable beings, often being driven mad in their pursuit of mastering that power. One such patron - the Elemental Ancients - is described here.

The Elemental Ancients

When you dedicate yourself to an Elemental Ancient, it bequeathes upon you its own elemental power. The patron you entreat for this power determines the power you gain. Do you serve the spirit of the Elemental Flame, using the power to burn all around you to ashes? Or are your powers drawn from the spirit of Elemental Water, drowning all who oppose you and washing away the stench of the uninitiated?

Expanded Spell List

Each of the Elemental Ancients let you choose from an expanded list of spells when you learn a Warlock spell, depending on which Ancient you serve.

Elemental Fire

Spell Level Spells 1 burning hands, faerie fire 2 flaming sphere, scorching ray 3 fireball, Melf's Minute Meteors 4 fire shield, wall of fire 5 flame strike, immolation

Elemental Water

Spell Level Spells 1 create or destroy water, ice knife 2 blur, Snilloc's snowball swarm 3 wall of water, water walk 4 control water, ice storm 5 cone of cold, maelstrom

Elemental Earth

Spell Level Spells 1 earth tremor, grease 2 dust devil, Maximilian's earthen grasp 3 erupting earth, meld into stone 4 stone shape, stoneskin 5 transmute rock, wall of stone

Elemental Air

Spell Level Spells 1 fog cloud, zephyr strike 2 gust of wind, warding wind 3 call lightning, wind wall 4 freedom of movement, greater invisibility 5 control winds, steel wind strike

Elemental Wellspring

Starting at 1st level, you gain a bonus cantrip based on the Elemental Patron you chose: firebolt for Elemental Fire, ray of frost for Elemental Water, shocking grasp for Elemental Air, or acid splash for Elemental Earth. This cantrip counts as a Warlock cantrip for you, but does not count against your Warlock cantrips known.

Elemental Armor

Starting at 6th level, you gain resistance to one damage type, based on the Elemental Patron you chose: fire resistance for Elemental Fire, cold resistance for Elemental Water, lightning resistance for Elemental Air, or acid resistance for Elemental Earth. Additionally, if you would take damage from the damage type you are resistant to, you can use your reaction to become immune to that damage type until the end of your next turn, and you regain the ability to do so the next time you finish a short or long rest.

Invoke Elements

Starting at 10th level, you can entreat your patron to send aid to you in times of need. As an action, you can cast conjure elemental once using a Warlock spell slot. The elemental you summon must be of the same element as your Elemental Patron.

You must finish a long rest to use this ability again.

Elemental Reckoning

Starting at 14th level, you can call upon the raw, untamed power of the Elements to decimate your foes. As an action on your turn, you open a portal to the Elemental Plane of your Patron in a space up to 60 feet away from you. All creatures in a 30 foot cone emanating from the portal must make a Dexterity saving throw against your spell save DC. All creatures that fail the saving throw take damage based on the Elemental Patron you serve, or half damage on a successful save.

You must finish a long rest to use this ability again.

Elemental Reckoning