You learn the Shape Water cantrip. This counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Additionally, you can touch a flammable object that isn't being worn or carried to set it on fire, and you can speak, read, and write Primordial and Ignan

You learn the Control Flames cantrip. This counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Additionally, you can move across difficult terrain made of earth or stone without expending extra movement, and you can speak, read, and write Primordial and Terran

You learn the Mold Earth cantrip. This counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Additionally, you can hold your breathe indefinitly while you're not incapacitated, and you can speak, read, and write Primordial and Auran.

You learn the Gust cantrip. This counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

You gain additional spells based on the type of primordial you have made a pact with, which you can learn when you gain a warlock level. The following spells are added to the warlock spell list for you.

The Primordial lets you choose from an expanded list of spells when you gain a warlock spell. The following spells are added to the warlock spell list for you.

When you choose this Patron at first level, choose one from Air, Earth, Fire, or Water. The features you gain from this subclass are based on your choice here.

Warlocks gain arcane power from a variety of sources. Some, are able to find and form a pact with the remnants of an ancient primordial, granting them power from the elemental planes. There are a number of primordials from different elemental planes, each with their own abilities they grant.

Elemental State

Starting at 6th level, you gain attunement to the plane of your primordial patron, allowing you to enter a state of elemental power.

Air Primordial

As an action, you enter a state swirling with wind for 1 minute. While in this state, you gain a flying speed of 30 feet, and when you deal damage to a target with a lightning spell of 1st level or higher they are also stunned until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short rest.

Earth Primordial

As an action, you enter a state coated in rock for 1 minute. While in this state, you gain a burrowing speed of 30 feet, you gain resistance to bludgeoning, peircing, and slashing damage from non magical attacks, and you cannot be knocked back or knocked prone by any effects. Once you use this feature, you cannot use it again until you finish a short rest.

Fire Primordial

As an action, you enter a state wreathed in fire for 1 minute. While in this state, you gain the ability to enter any flame and exit another flame within 30 feet of the first, and when you hit a creature with an melee attack, you can deal additional damage to the target equal to half your warlock level. Once you use this feature, you cannot use it again until you finish a short rest.

Water Primordial

As an action, you enter a state surrounded by water for 1 minute. While in this state, you again a swimming speed of 30 feet, and when you grapple a creature they begin to suffocate as if their breathe had ran out. One you use this feature, you cannot use it again until you finish a short rest.

Elemental Aura

Starting at 10th level, your patron bestows you an aura that represents their power.

Air Primordial

You eminate a peaceful aura, calming those around you. You gain proficiency in Persuasion, and add twice your proficiency bonus to checks you make with that skill.

Additionally, as an action, you can choose a number of creatures equal to your Charisma modifier that are within 30 feet of you that can see you to make a Charisma saving throw. Creatures you are in combat with have advantage on the saving throw. On a successful save, the creature has disadvantage on the next attack roll it makes against any creature. On a failed save, the creature becomes passive to you and your allies for 1 minute, or until attacked. The creature can repeat the save on each of its turns to end this effect early. Passive creatures cannot take the attack action, or cast a spell that deals damage, but can still do any other action on their turn. Once you use this feature you can't use it again until you finish a long rest.

Earth Primordial

You eminate a toughening aura, bolstering you and your allies. You gain proficiency in Athletics, and add twice your proficiency bonus to checks you make with that skill.

Additionally, as an action, you can choose a number of creatures equal to your Charisma modifier that are within 30 feet of you that can see you to gain temporary hit points equal to your warlock level for 1 minute. You can choose yourself as one of these targets. Once you use this feature, you can't use it again until you finish a long rest.

Fire Primordial

You eminate a frightning aura, striking fear in those around you. You gain proficiency in Intimidation, and add twice your proficiency bonus to checks you make with that skill.

Additionally, as an action, you can choose a number of creatures equal to your Charisma modifier that are within 30 feet of you that can see you to make a Charisma saving throw. On a successful save, the target has disadvantage on the next saving throw it makes against any effect. On a failed save, the target becomes frightened of you for 1 minute, or until it leaves your line of sight. The creature can repeat the save on each of their turns to end this effect early. Once you use this feature, you can't use this feature again until you finish a long rest.

Water Primordial

You eminate a charming aura, enchanting those around you. You gain proficiency in Insight, and add twice your proficiency bonus to checks you make with that skill.

Additionally, as an action, you can choose a number of creatures equal to your Charisma modifier that are within 30 feet of you that can see you to make a Charisma saving throw. Creatures you are in combat with have advantage on this saving throw. On a success, the target must use it's reaction to make one attack against one of its allies on it's next turn. On a failed save, the target is charmed by you for 1 minute or until it takes damage. The creature can repeat the save on each of its turns to end this effect early. Once you use this feature, you can't use it again until you finish a long rest.

Consume Elements

Starting at 14th level, you gain the ability to consume the elements around you, protecting your allies.

When a creature within 60 feet of you takes Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to make that damage 0. When you do, your gain temporary hit points equal to half the reduced damage. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses at the end of a long rest.