Though it is rare, some warlocks create a pact with a patron heavily connected to an element. A pact of this type changes the very spirit of the warlock, slowly transforming them into the embodement of their element.

Element
You choose your patrons element or determine it randomly, using the table below.
| d4 | Element |
| 1 | Air |
| 2 | Water |
| 3 | Earth |
| 4 | Fire |
Expanded Spell List
The Elemental Savant lets you choose from an expanded list of spells when you learn a warlock spell. The table below shows the elemental savant spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s element: air, water, earth, or fire.
| Spell Level | Air | Water | Earth | Fire |
| 1st | Fog Cloud, Thunderwave | Create or Destroy Water, Ice Knife | Earth Tremor, Sanctuary | Burning Hands, Faerie Fire |
| 2nd | Gust of Wind, Warding Wind | Snowball Swarm, Wither and Bloom | Earthbind, Spike Growth | Flame Blade, Pyrotechnics |
| 3rd | Haste, Wind Wall | Sleet Storm, Tidal Wave | Erupting Earth, Meld into Stone | Ashardalon’s Stride, Fireball |
| 4th | Greater Invisibility, Resilient Sphere | Control Water, Watery Sphere | Stone Shape, Stoneskin | Fire Shield, Wall of Fire |
| 5th | Cloudkill, Control Winds | Cone of Cold, Hold Monster | Transmute Rock, Wall of Stone | Flame Strike, Immolation |
1st. Kinetic Manipulator
You gain basic control over your patron’s element.
Air. As a bonus action, you can surround yourself in a light breeze. This breeze gives disadvantage to the first ranged weapon attack made against you each round. Additionally, your speed increases by 10 feet while you are not wearing heavy armour or wielding a shield.
Water. As a bonus action, you can create a 30-foot radius current in a body of water or lift a 5-foot square of water into the air and move it up to 30ft. This water can be used to push creatures and objects as if it had a Strength score equal to your Charisma score. You continue creating this current or moving this water each round as a bonus action. Additionally, you can sense the exact location of anything in contact with water within 30ft. of you as if you had blindsight.
Earth. As a bonus action, you can move up to 50 lbs. of unworked stone, earth, sand, and similar materials up to 20ft. Additionally, whenever you deal damage with a spell attack, you can move the target 10 feet in any horizontal direction.
Fire. As a bonus action, you can use your inner flame to create fire in your hand without needing fuel, even underwater. If you hold this fire it sheds bright light in a 20-foot radius and dim light for an additional 20 feet, otherwise you can set one flamable object within 30ft. on fire. Additionally, whenever you deal fire damage, you can deal extra damage to the target equal to your proficiency bonus.
1st. Elemental Blast
You learn the Eldritch Blast cantrip, which doesn’t count against the number of warlock cantrips you know. For you, its damage type is determined by your patron’s element: bludgeoning (air), slashing (water), bludgeoning (earth), fire (fire).
6th. Rebuking Defense
You can quickly defend yourself using your element. As a reaction, when you’re targeted by an attack, you can create a 5-foot square wall of your element between you and your attacker. This wall acts as total cover against that attack and remains until the end of your next turn. Regardless of what material it is made from, the wall is opaque and solid. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
10th. Planar Architect
As an action, you can form a structure, such as a bridge or hut, out of your elemental material. This structure can be up to 40-foot square in size. Regardless of what material the structure is made from it is opaque and solid. Once you use this feature, you can’t use it again until you finish a long rest.
14th. Suffocating Grasp
As an action, you can wrap your elemental energy around a creature you can see within 90 feet to suffocate them. If the target needs to breathe, it must hold its breath for as long as you concentrate (as if you were concentrating on a spell). Each round, at the begining of its turn, the target must make a Constitution saving throw, becoming unconcious on a failed save until you lose concentration.

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