Source: UA13 - Villainous Options 2 (23.04.2026)

Invoke Scions of Elemental Chaos

Your pact draws on the Inner Planes, the realms of elemental forces and the building blocks of the multiverse. Warlocks of this pact act as heralds of ancient and destructive scions of air, earth, fire, and water - such as the Elemental Evils. These Warlocks prepare the way for their patrons’ eventual arrival on the Material Plane by creating elemental nodes, areas suffused with energy from the Elemental Planes.
When you choose this subclass, choose an element from the Primordial Patrons table, which suggests potential patrons and determines the damage type for certain subclass features.

Primordial Patrons

Element Example Patrons Damage Type
Air Akadi, Yan-C-Bin Thunder
Earth Ogrémoch, Grumbar Acid
Fire Imix, Kossuth, Zaaman Rul Fire
Water Istishia, Olhydra Cold

The capricious nature of elemental alliances extends to your pact. You can change your chosen element - and your patron - whenever you gain a level.

Level 3: Elemental Node

As a Magic action, you can create a 5-foot-radius Sphere of elemental magic centered on a point you can see within 60 feet of yourself. The magic of this elemental node resembles your chosen element. On later turns, you can take a Bonus Action to move the node up to 30 feet.
When the node appears, each creature other than you in the node makes a Dexterity saving throw against your spell save DC, taking 1d6 damage of your chosen element’s type on a failed save or half as much damage on a successful one. A creature also makes this save when the node moves into its space and when it enters the node or ends its turn there. A creature makes this save only once per turn.
The node lasts for 1 minute, until you dismiss it (no action required), or until you use this feature to create another node. Once you use this feature, you can’t use it again until you complete a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
The node’s damage increases by 1d6 when you reach Warlock levels 6 (2d6) and 14 (3d6).

Level 3: Elemental Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Elemental Spells table, you thereafter always have the listed primordial spells prepared, along with the spells corresponding to your chosen element.

Elemental Spells

Warlock Level Primordial Spells Air Spells Earth Spells Fire Spells Water Spells
3 Chromatic Orb, Darkvision Feather Fall, Shatter Entangle, Knock Burning Hands, Heat Metal Alter Self, Ice Knife
5 Elemental Weapon Fly Plant Growth Fireball Water Walk
7 Summon Elemental (The spirit's element matches your chosen element) Freedom of Movement Vitriolic Sphere Wall of Fire Control Water
9 Commune with Nature Steel Wind Strike Wall of Stone Flame Strike Cone of Cold

Level 6: Elemental Haven

Your Elemental Node shields you from harm. You gain the following benefits.
Elemental Protection. While you’re within your node, you have a bonus to AC equal to your Charisma modifier (minimum of 1).
Elemental Teleport. As a Bonus Action, you can teleport into your node or the nearest unoccupied space within 5 feet of it. You can use this benefit a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 10: Primeval Protection

You gain the following benefits.
Elemental Fortitude. You have Resistance to your chosen element’s damage type. Additionally, while within your Elemental Node, you have Immunity to that damage type.
Node Improvement. Your Elemental Node is now a 10-foot-radius Sphere.

Level 14: Elemental Harbinger

Your Elemental Node can usher in the mightiest of elementals, granting you the following benefits.
Elemental Vortex. Whenever you expend a Pact Magic spell slot while you’re within your Elemental Node, you can attempt to pull a creature into the node. One creature you choose within 30 feet of the node must succeed on a Strength saving throw or be pulled up to 15 feet toward the node’s center.
Node Improvement. Your Elemental Node now lasts for up to 1 hour.
Primordial Herald. While you’re within your node’s area, you can cast the Planar Ally spell without expending a spell slot. When you cast the spell in this way, you speak the name of your patron. Once you use this benefit, you can’t use it again until you finish 2d4 Long Rests.