ManBagel
Messing up everything in DnD since 2019
So I found this pact on the inter webs and I was wondering if there is any big problems with this pact. I want to say the creator/creators know that Eldritch Blast + the 6th level ability means 1d10 +10 +[(1d10+5)•3] at level 17. I’m mostly asking since I don’t really see any design problems when it comes to subclasses in general.
Warlock: Pact of The Archomental
You have made a pact with an Elemental Prince - one of the eight rulers of the Elemental Planes, a being of raw elemental power. Such beings carry with them overwhelming destructive power. Whether it be one of the Princes of Elemental Good who seek to protect the chaotic harmony of the elements through pacts struck or a Prince of Elemental Evil who grants power as a means to tear down the foundations on the Material Plane, the power with which they grant is often destructive and always tied to the Elemental Prince’s element. See the table below for the primary options available for an Archomental patron.
Elemental Princes
Archomental Features
Expanded Spell List
The following spells are added to the warlock spell list for you.
Elemental Shroud
Starting at 1st level, your connection to your Elemental Prince allows you to call upon their favored element to aid you in combat. As a bonus action, you can call upon your patron’s power to grant you one of the following abilities, based on your Patron’s favored element. Elemental Shroud lasts for 1 minute or until dismissed as a free action and cannot be used again until you have finished a short rest.
Air: Gale Force Aura
A gale of wind surrounds you, buffeting oncoming attacks and protecting you. While the aura is active, you have resistance against thunder and lightning damage. In addition, all ranged attacks have disadvantage against you.
Earth: Crystalline Skin
Great green crystals grow from your skin, protruding and covering your body. While this ability is active, you have resistance against all non-magical bludgeoning, piercing, and slashing damage. As a bonus action, you can force the protrusions to forcibly eject from your skin, ending the effect, and causing all creatures within 15 feet to make a Dexterity saving throw where the saving throw is equal to your spellcasting DC or suffer 3d6 piercing damage.
Fire: Fire Shroud
You call upon the flames of your patron and engulf yourself in a shroud of magical fire, from head to toe. While this ability is active, you have resistance against fire and radiant damage. Whenever a creature touches you or hits you a melee attack from within 5 feet of you, the creature takes fire or radiant damage equal to your Charisma modifier.
Water: Swirling Nimbus
You summon elemental water to surround and protect you as it swirls about you. While this ability is active, you have resistance against cold and acid damage. In addition, while the nimbus surrounds you, your speed increases by 10 feet and you gain 5 temporary hit points at the start of each turn.
Rule Tip: Temporary Hit Points don’t stack. You choose which number you want to keep.
Primordial Tongue
Your magical patronage comes from the Elemental Planes and with those gifts, comes knowledge. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak any of its dialects: Aquan, Auran, Ignan, and Terran.
Elemental Empowerment
At 6th level, the power behind spells in line with your patron’s elemental domain is further empowered. When you cast a spell that deals damage of your patron’s element type (see table below), you can add your Charisma modifier to the damage roll. In addition, you ignore resistance to those damage types.
Extraplanar Assistance
Starting at 10th level, you learn the Conjure Elemental spell as if it were a Warlock spell. When used to conjure creatures in line with your patron’s elemental type, you do not need to use a spell slot to cast this spell.
If you lose concentration on the spell, the elemental does not become hostile towards your and your allies, but returns to its home plane as if dismissed. You may use this feature to cast this spell again after a short rest.
One With the Elements
At 14th level, you gain the ability to transform into the form of one of your patron’s greatest warriors for 1 hour. As if casting the Polymorph spell, you transform into a Genie per your patron’s elemental type (table below).
Your Genie form does not retain Elemental Demise and their Innate Spellcasting is replaced by your Pact Magic for the duration of the spell, when using this trait. You must maintain concentration on your new form, just as if this ability was granted by the spell Polymorph, but roll all concentration checks to maintain the form with Advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
New Pact of the Chain Familiars
In addition to the familiars available, you may choose from the following as a servant granted to you by your patron.
Air: Dust Mephit, Smoke Mephit
Earth: Dust Mephit, Mud Mephit
Fire: Fire Mephit, Magma Mephit
Water: Ice Mephit, Steam Mephit
New Invocations
Elemental Blast
When you cast Eldritch Blast, you can choose to change the damage type of the spell to a damage type of your choice.
The new damage type must be chosen prior to rolling to attack and applies to all attacks rolled when the spell is cast.
Elemental Blade
Prerequisites: 5th Level, Pact of the Blade
You can cast Elemental Weapon on your pact weapon using a Warlock spell slot. You can't do so again until you finish a long rest.
Primordial Senses
Prerequisites: 15th Level
You gain Blindsight to a distance of 60 feet.
Warlock: Pact of The Archomental
You have made a pact with an Elemental Prince - one of the eight rulers of the Elemental Planes, a being of raw elemental power. Such beings carry with them overwhelming destructive power. Whether it be one of the Princes of Elemental Good who seek to protect the chaotic harmony of the elements through pacts struck or a Prince of Elemental Evil who grants power as a means to tear down the foundations on the Material Plane, the power with which they grant is often destructive and always tied to the Elemental Prince’s element. See the table below for the primary options available for an Archomental patron.
Elemental Princes
Elemental Type | Good | Evil |
Air | Chan | Yan C Bin |
Earth | Zaaman Rul | Ogremoch |
Fire | Sunnis | Imix |
Water | Ben-Hadar | Olhydra |
Warlock Level | Feature |
1st | Expanded Spell List, Elemental Shroud, Primordial Tongue |
6th | Elemental Empowerment |
10th | Extraplanar Assistance |
14th | One With the Elements |
The following spells are added to the warlock spell list for you.
Spell Level | Air Spells | Earth Spells | Fire Spells | Water Spells |
1st | Thunderous Smite, Zephyr Strike | Catapult, Earth Tremor | Burning Hands, Searing Smite | Fog Cloud, Ice Knife |
2nd | Dust Devil, Warding Wind | Maximilian’s Earthen Grasp, Spike Growth | Aganazzar’s Scorcher, Flame Blade | Melf’s Acid Arrow, Snilloc’s Snowball Swarm |
3rd | Call Lightning, Phantom Steed | Erupting Earth, Meld Into Stone | Fireball, Melf’s Minute Meteors | Tidal Wave, Water Breathing |
4th | Greater Invisibility, Storm Sphere | Stone Shape, Stoneskin | Fire Shield, Wall of Fire | Ice Storm, Vitriolic Sphere |
5th | Control Winds, Steel Wind Strike | Passwall, Wall of Stone | Flame Strike, Immolation | Cone of Cold, Maelstrom |
Starting at 1st level, your connection to your Elemental Prince allows you to call upon their favored element to aid you in combat. As a bonus action, you can call upon your patron’s power to grant you one of the following abilities, based on your Patron’s favored element. Elemental Shroud lasts for 1 minute or until dismissed as a free action and cannot be used again until you have finished a short rest.
Air: Gale Force Aura
A gale of wind surrounds you, buffeting oncoming attacks and protecting you. While the aura is active, you have resistance against thunder and lightning damage. In addition, all ranged attacks have disadvantage against you.
Earth: Crystalline Skin
Great green crystals grow from your skin, protruding and covering your body. While this ability is active, you have resistance against all non-magical bludgeoning, piercing, and slashing damage. As a bonus action, you can force the protrusions to forcibly eject from your skin, ending the effect, and causing all creatures within 15 feet to make a Dexterity saving throw where the saving throw is equal to your spellcasting DC or suffer 3d6 piercing damage.
Fire: Fire Shroud
You call upon the flames of your patron and engulf yourself in a shroud of magical fire, from head to toe. While this ability is active, you have resistance against fire and radiant damage. Whenever a creature touches you or hits you a melee attack from within 5 feet of you, the creature takes fire or radiant damage equal to your Charisma modifier.
Water: Swirling Nimbus
You summon elemental water to surround and protect you as it swirls about you. While this ability is active, you have resistance against cold and acid damage. In addition, while the nimbus surrounds you, your speed increases by 10 feet and you gain 5 temporary hit points at the start of each turn.
Rule Tip: Temporary Hit Points don’t stack. You choose which number you want to keep.
Primordial Tongue
Your magical patronage comes from the Elemental Planes and with those gifts, comes knowledge. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak any of its dialects: Aquan, Auran, Ignan, and Terran.
Elemental Empowerment
At 6th level, the power behind spells in line with your patron’s elemental domain is further empowered. When you cast a spell that deals damage of your patron’s element type (see table below), you can add your Charisma modifier to the damage roll. In addition, you ignore resistance to those damage types.
Elemental Type | Damage Influenced |
Air | Lightning, Thunder |
Earth | Bludgeoning, Force |
Fire | Fire, Radiant |
Water | Cold, Acid |
Extraplanar Assistance
Starting at 10th level, you learn the Conjure Elemental spell as if it were a Warlock spell. When used to conjure creatures in line with your patron’s elemental type, you do not need to use a spell slot to cast this spell.
If you lose concentration on the spell, the elemental does not become hostile towards your and your allies, but returns to its home plane as if dismissed. You may use this feature to cast this spell again after a short rest.
One With the Elements
At 14th level, you gain the ability to transform into the form of one of your patron’s greatest warriors for 1 hour. As if casting the Polymorph spell, you transform into a Genie per your patron’s elemental type (table below).
Your Genie form does not retain Elemental Demise and their Innate Spellcasting is replaced by your Pact Magic for the duration of the spell, when using this trait. You must maintain concentration on your new form, just as if this ability was granted by the spell Polymorph, but roll all concentration checks to maintain the form with Advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Elemental Type | Genie Type |
Air | Djinni |
Earth | Dao |
Fire | Efreeti |
Water | Marid |
In addition to the familiars available, you may choose from the following as a servant granted to you by your patron.
Air: Dust Mephit, Smoke Mephit
Earth: Dust Mephit, Mud Mephit
Fire: Fire Mephit, Magma Mephit
Water: Ice Mephit, Steam Mephit
New Invocations
Elemental Blast
When you cast Eldritch Blast, you can choose to change the damage type of the spell to a damage type of your choice.
The new damage type must be chosen prior to rolling to attack and applies to all attacks rolled when the spell is cast.
Elemental Blade
Prerequisites: 5th Level, Pact of the Blade
You can cast Elemental Weapon on your pact weapon using a Warlock spell slot. You can't do so again until you finish a long rest.
Primordial Senses
Prerequisites: 15th Level
You gain Blindsight to a distance of 60 feet.
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