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Elementalist

Elementalists are warriors who train in a specific type of magic that involves the manipulation of the elements around them. They know their way around most weapons unlike many monks and focus on a much more specific type of magic unlike eldritch knights who use more general wizard spells.   Elementalists can take the roll of either a front-line combatant as well as the crowd-controller. Not only that, but elementalists are also known for their freedom in abilities. Elementalists utilize special abilities that are unique to the element in which they have affinity to. Whether it's firing arrows made of concentrated water or being able to breathe out fire like a dragon, elementalists utilize their special elements to whatever suits them.
hit dice: D10
hit points at 1st level: 6 + Constitution mod
hit points at higher levels: D10 (or 6) + Con
armor proficiencies: Light armor, medium armor, and shields.
weapon proficiencies: Simple and Martial weapons
tools: One artisan's tool of your choice
saving throws: Strength and Intelligence
skills: Choose two from the list: Acrobatics, Arcana, Athletics, History, Medicine, Perception, and Survival
starting equipment:

  • Scale mail or leather armor and 20 arrows

  • A martial weapon of your choice

  • 20 darts or a simple weapon

  • An explorer's pack or a dungeoneer's pack


spellcasting:
Elementalists are intelligence spellcasters. They gain a special form of spellcasting at level 2. Instead of choosing which spells to add into their repertoire, they are given spells that relate to their chosen element. As they level up, they will gain more and more spells to cast. Elementalists are able to select additional cantrips along with their granted cantrips from their subclass. Select from the wizard's cantrip list. If a spell has a material component, elementalists can use a component pouch instead of physically providing the material.
  • Spell Save DC: 8 + Prof Bonus + Intelligence mod
  • Spell Attack Bonus: Prof Bonus + Intelligence mod
Spell slots are regenerated with a long rest.
Level Additional Cantrips 1 2 3 4 5
1
2 1 2
3 1 3
4 1 3
5 1 4 2
6 1 4 2
7 1 4 3
8 1 4 3
9 2 4 3 2
10 2 4 3 2
11 2 4 3 3
12 2 4 3 3
13 2 4 3 3 1
14 2 4 3 3 1
15 2 4 3 3 2
16 2 4 3 3 2
17 3 4 3 3 3 1
18 3 4 3 3 3 1
19 3 4 3 3 3 2
20 3 4 3 3 3 2
class features:

Basic Elements

Starting at 1st level, you gain a basic understanding of the elements around you. You learn the Druidcraft and Prestidigitation cantrip.

Fighting Style

Also at 1st level, you gain a fighting style. Select one from the list:
  • Archery: You gain a +2 to attack rolls made with ranged weapons.
  • Defense: You gain a +1 to AC whilst wearing armor.
  • Dueling: You gain a +2 to damage when you're fighting with a weapon using one hand and holding no other weapon in the other.
  • Great Weapon Fighting: When fighting with a two-handed weapon or two-handing a versatile weapon, you can choose to reroll the damage roll if the dice rolls a 1 or a 2. You must use the new roll.
  • Superior Technique: You gain 1 Battle Master technique of your choice and 1 D6 Superiority Dice. If a maneuver has a saving throw, the saving throw is 8 + Prof bonus + Strength or Dexterity bonus. The Superiority Dice recharges with a short or long rest.
  • Thrown Weapon Fighting: You can draw a throwable weapon as a part of the attack action. All thrown weapon attacks deal an extra +2 damage.

Elemental Specialist

At 2nd level, you choose which particular element you want to specialize in. Choose from the list:
  • Air
  • Earth
  • Fire
  • Ice
  • Lightning
  • Water

Elemental Enhancement

At 3rd, 5th, 9th, 13th, 17th, and 20th level, you gain an Elemental Enhancement. These are special bonus features/abilities that you can apply onto your elementalist to grant more customization. Certain enhancements are only allowed on specific element(s). Whenever you gain a level, you can switch out one enhancement for another. See the list.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows it, you may take a feat instead of an ASI.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Plane Connection

At 10th level, you gain a strange link towards the corresponding Elemental Plane. The links are:
  • Air and Lightning = Plane of Air
  • Fire = Plane of Fire
  • Water and Ice = Plane of Water
  • Earth = Plane of Earth
As an action, you can roll a D20. If the number is lower than your Elementalist level, you form a connection. If thee roll is higher than your level, you take 2D6 psychic damage and can't attempt a connection for another hour. Once a connection is formed, you can perform the following actions depending on the linked plane. If an hour passes and the action is not performed, the link disconnects.
  • Plane of Air: Open a 15ft diameter portal in front of you that blows out an extremely violent gust of howling wind. All creatures of huge size or smaller within a 100ft range must make a DC-18 strength save. On a fail, they take 3D8 force damage and are flung back 40ft and prone. On a success, they take 1/2 damage and are only pushed 20ft back.
  • Plane of Earth: Summon four 10ft x 10ft chunks of magical earth and stone that hover within 30ft of you. Use a bonus action to quickly fling one chunk at an area. All creatures in range must make a DC-18 dexterity save. On a fail, they take 5D10 magical bludgeoning damage and are restrained by the chunks. On a success, they take 1/2 damage and aren't restrained. Flung chunks remain where they are for 12 hours, after which they will crumble into dust.
  • Plane of Fire: Open up to 3 10ft x 10ft squares on a flat surface that erupts in a 20ft pillar of hellfire. Creatures caught must make a DC-18 dexterity save or take 8D8 fire damage. Any flammable objects that aren't worn or carried will be incinerated into ashes. Any water within 5ft of the pillars will instantly vaporize.
  • Plane of Water: Open a large 15ft radius portal 30ft in the sky (60ft range) that summons a massive waterfall of water. All creatures in range must make a DC-18 dexterity save. On a fail, they take 4D8 bludgeoning damage and are knocked unconscious for 1D4 rounds. The poured water will flood outwards in a 60ft radius, drenching anything in its path.
subclass options:

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n0753w.

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