Elementalist | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Elementalist

You concentrate your arcane studies on the power inherent to one of the Elemental Planes.

Wizard Specialty

Elementalists believe in the superiority of their chosen element above all others, and they aren’t shy about making that fact known. Elementalists are sometimes secluded researchers, but more often they’re adventurous types who sign on with groups that can appreciate their singular talents.
 

Elemental Savant

2nd-Level Elementalist Feature
Choose one element from the Elemental Focus table. That element becomes the focus of your study. You can speak, read, and write the language associated with your focus element, and the associated damage type is used by other features as noted.
 
Element Language Damage Type
Air Auran Lightning or thunder
(choose one)
Earth Terran Bludgeoning
Fire Ignan Fire
Water Aquan Cold
The Focus Element spell lists bring together some of the spells associated with your chosen element. The gold and time you must spend to copy a spell associated with your chosen element into your spellbook is halved.
 
FOCUS ELEMENT: AIR
Cantrips - shocking grasp, wind lash
1st level - fog cloud, thunderwave, wind tunnel
2nd level - gust of wind, rolling thunder
3rd level - call lightning, lightning bolt, wind wall
4th level - conjure minor elemental
5th level - conjure elemental
6th level - chain lightning
9th level - storm of vengeance  
FOCUS ELEMENT: EARTH
Cantrips - acid splash, pummelstone
2nd level - melf's acid arrow
3rd level - jeweled fissure
4th level - conjure minor elemental, earthskimmer
5th level - conjure elemental, wall of stone
6th level - entomb, move earth
8th level - caustic torrent, earthquake  
FOCUS ELEMENT: FIRE
Cantrips - fire bolt, produce flame
2nd level - fire darts, flaming sphere, heat metal, scorching ray
3rd level - fireball
4th level - conjure minor elemental, fire shield, flame wave, wall of fire
5th level - conjure elemental
7th level - delayed blast fireball
8th level - incendiary cloud
9th level - meteor swarm, pyroclasm  
FOCUS ELEMENT: WATER
Cantrips - ray of frost
1st level - create or destroy water, tidal barrier
3rd level - frozen razors, riptide, sleet storm
4th level - conjure minor elemental, control water
5th level - cone of cold, conjure elemental, frostbite
6th level - drown, Otiluke's freezing sphere, wall of ice  

Elemental Mastery

2nd-Level Elementalist Feature
You learn techniques called masteries to channel elemental magic into your being and your spells.
Masteries. You learn two masteries of your choice, which are detailed below. You learn one additional mastery of your choice at 6th, 10th, and 14th levels. Each time you learn a new mastery, you can also replace one mastery you know with a different one.
 

Substitute Elements

6th-Level Elementalist Feature
You can funnel elemental essence through your damage-dealing spells. When you cast a spell that deals damage, you can change the damage to the type associated with your focus element.
 

Absorb Elements

10th-Level Elementalist Feature
When you would take damage of the type associated with your focus element, you can use a reaction to take no damage and regain a number of hit points equal to half the damage you would have taken. You can use this feature even if you have resistance or immunity to that damage type from another source. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
 

Irresistible Strike

14th-Level Elementalist Feature
Your elemental damage spells are unstoppable. Your spells that deal damage of the type associated with your focus element ignore immunity to that damage type. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
 

Masteries


Masteries are specialized techniques you can use to augment your spellcasting. Unless noted otherwise, you can use only one mastery on a given spell. The masteries are presented in alphabetical order.
 
ELEMENTAL ADAPTATION
Prerequisite: 14th level
  You add plane shift to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. You can travel only to the elemental plane associated with your focus element, or to the Material Plane. While you are on the elemental plane, you aren’t harmed by the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, and swimming for water). You regain the ability to cast plane shift with this mastery when you finish a long rest.
ELEMENTAL BINDING
Prerequisite: 10th level
  You add planar binding to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your focus element. If the elemental fails its saving throw, it gains temporary hit points equal to your wizard level. You regain the ability to cast planar binding with this mastery when you finish a long rest.
ELEMENTAL BULWARK
Prerequisite: 6th level
  You gain resistance to the damage type associated with your focus element, and you have advantage on Constitution saving throws made to maintain concentration on spells that involve your focus element.
ELEMENTAL COMMAND
As an action, you can charm an elemental creature for as long as you maintain concentration as if concentrating on a spell, for up to 1 hour. If you or your companions damage the charmed elemental or take any harmful action against it, the charmed condition ends immediately. When this condition ends for a given elemental, it is immune to being charmed by you for 24 hours.
ELEMENTAL EROSION
Prerequisite: 10th level
  After you damage a target with a spell that deals the damage type associated with your focus element, the target gains vulnerability to that damage type until the end of your next turn. You can use this feature twice. You regain all expended uses when you finish a short or long rest.  
IGNITE
Prerequisite: Elemental focus (fire)
  When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. At the start of its next turn, the creature takes half as much fire damage as it originally took from the spell, and the flames go out. This damage can be prevented if an ally within 5 feet uses an action to put out the flames. If you damage more than one target with the spell, choose just one to catch fire.
OVERWHELMING ONSLAUGHT
Prerequisite: 14th level
  When you damage a creature with a spell of 1st level or higher that deals the damage type associated with your focus element, you can weave a lingering aura of elemental energy around the target. At the start of its turn, the creature must make a Constitution saving throw. On a failed save, it takes 4d6 damage of the type dealt by the spell and is stunned until the start of its next turn. On a successful save, it takes half the damage and the effect ends.
You can use this feature twice. You regain all expended uses when you finish a short or long rest.  
STONY REFUGE
Prerequisite: Elemental focus (earth)
  When you cast a spell of 1st level or higher, you can use a bonus action to create a hovering slab of stone that interposes itself between you and one creature of your choice within 60 feet. Until the end of your next turn, the slab provides half cover to you against attacks from the chosen creature.  
SWEEPING SWELL
Prerequisite: Elemental focus (water)
  When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water that drenches a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice.
WIND BLAST
Prerequisite: Elemental focus (air)
  When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind 20 feet long and 5 feet wide. Each creature in the line must make a successful Strength saving throw or take 1d6 slashing damage and be pushed 10 feet away from you in the direction of the line.


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