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Elementalist


Hit Points

Hit Dice: d8 per Elementalist level
Hit Points at first Level: 8 + you Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Arcana, History, Insight, Intimidation, and Persuasion.

Overview & Creation

A Gorgon is charging forward, before crackling chains spring from the spaces around it. Shackling the beast still, as a half-elf smirks.       Power over Chaos Elementalists are rare warriors marked by the powers of chaos. Whether born with power over chaos or gained from through rigurious experiment. Elementalists bend the Elemental Chaos to their will, similar to Wizards and Sorcerers, who tug at the weave to produce spell effects. Though unlike the aforementioned mages, Elementalists draw energy from the Elemental Chaos, though the powers they command aren't as powerful as typical spells can be, Elementalists make up for this by studying martial skills.   A new form of Magic To those who cast spells, such as Fireball or Charm Person, using the weave is the only way to alter reality to their liking. Tugging, pulling, knotting it up to serve their purpose. Elementalists use a new form of magic, manipulating another plane of existence known as the Elemental Chaos, in which lie the Elemental planes of Fire, Earth, Water, and Air, and the lesser planes of ash, magma, ooze, and ice. By drawing in portions of the infinite energies of the planes, and exerting their will upon it, produces effects similar to spells. This new form of magic is very young, and limited.   Creating an Elementalist Elementalists gain their powers by focusing their wills on specific things, for instance rebuilding their bodies or reconstructing their foes, An Elementalist's source, the main plane they draw power from, is determined by their own personality. For example, someone who is quick to anger and wrath may have their source be the planes of Air or Fire.   Here are some questions you could ask yourself to help build your Elementalist. How did you gain your powers, did you learn them or were you born with them? How did others react to your powers? How have your powers affected your lifestyle?   Quick Build You can make an Elementalist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength and Constitution. Second, choose the Sage background. Third, choose the Defense Fighting Style, and Etching of Reconstruction.


Class Features

Fighting Style At 1st Level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you choose again.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no weapon in the other, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage roll for and attack with a melee weapon you are wielding with two hands, you can reroll the damage roll and must use the new roll, even if it is a 1 or 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Chaotic Imbuement Starting at 1st Level, your powers are drawn from the Elemental Chaos itself. This grants you a pool of Chaotic Charges, you may, as a Bonus Action, use these charges to produce several different etchings, each etching costs 1 Chaotic Charge. (See the Elementalist Class table for the Chaotic Charges and Etchings an Elementalist has at any given level.)  

  • Etching of Chains. You can choose a target within 60 ft., that you can see. Glowing chains lunge out of the surrounding area to bind the creature. The target must make a Dexterity saving throw or be restrained until the end of its next turn. This effect does not stack.
 
  • Etching of Madness. You can choose a target within 30ft., that you can see, it must make a Wisdom Saving throw, on a failed save the creature is sent into a momentary state of insanity, it takes an effect from the Short-Term Madness table. (This effect can only affect a creature once within 12 hours.)
 
  • Etching of Empowerment. You may grant yourself or an allied creature the ability to add a 1d6 to any roll of your choice. This effect increases upon reaching higher levels; 1d8 at 5th, 1d10 at 11th, and 1d12 at 17th.
 
  • Etching of Reconstruction. You touch a willing creature, they are imbued with raw energy. Regain hit points equal to 1d8 + your Elementalist level.
 
  • Etching of Purification. You touch a willing creature, surging energy through their body. Letting them immediately make a Saving Throw against blindness, deafness, or paralysis effects.
 
  • Etching of Suffering. You point your finger at a creature you can see, within 60 ft., the creature must make a Constitution saving throw, taking 2d6 of acid, cold, fire, lightning, or thunder damage on a failed save or half as much on a successful one. This damage increases at higher levels; 3d6 at 5th, 4d6 at 11th, and 5d6 at 17th.
 
  • Etching of Glamour. Choose a creature, within 30 ft., that you can see, that creature must make a Wisdom saving throw, or be charmed by you for 1 minute, or if you dismiss this effect as a bonus action. After this effect ends, the target knows it's been charmed. You have disadvantage if the target is hostile towards you.
  You regain all of your Chaotic Charges after completing a Long Rest. Any feature that has a save requiring a DC, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.   Elemental Source Starting at 2nd Level, choose and Elemental Source, which describes your control over the Elemental Chaos and how it manifests, from the list of available Sources. Your choice grants you features when you choose it at 2nd Level, and again at 7th, 15th, and 18th Level.   Sources Flame Blade Ocean Singer Earth Shaker Wind Dancer   Ability Score Improvement When you reach 4th 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 the use of feats, you may instead take a feat. You gain this feature again upon reaching 8th, 12th, 14th, 16th, and 19th Level.   Mark of Chaos Starting at 5th Level, your ability to pull energy from the Elemental Chaos and wield it, now allows you to infuse your weapons with that same power. Whenever you finish a Long Rest, you may touch a weapon that you are proficient with. This weapon gains a bonus to its damage rolls equal to your Charisma modifier in any of the following damage types of your choice; Fire, Cold, Acid, Lightning or Thunder. If you use this feature again after a long rest, you may choose a different damage type.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Elemental Source Feature At 7th Level, you gain a feature granted by your Elemental Source.   Elemental Affinity Beginning at 10th Level, you gain resistance to one of the following damage types of your choice; acid, cold, fire, lightning, or thunder. This resistance becomes an immunity upon reaching 18th Level.   Domination of the Elements At 13th Level, any Elemental Creature that is within a 60-foot radius centered on yourself, has disadvantage on any Saving Throw it makes. This effect ends if the creature moves more than 60 ft. away from you.   Elemental Source Feature At 15th Level, you gain a feature granted by your Elemental Source.   Elemental Source Feature At 18th Level, you gain a feature granted by your Elemental Source.   Mantle of Limbo Upon reaching 20th Level, you can pull an inordinate amount of energy from the Elemental Chaos, you may take 1 minute and regain all of your Chaotic Charges. You may do this once per long rest.


Starting Equipment

You start with the following items, plus anything provided by your Background. (a) Scale Mail, (b) Leather Armor, Shortbow, and 20 Arrows (a) A Martial Weapon and Shield, (b) Two Martial Weapons (a) Five Javelins (B) Two Handaxes (a) Dungeoneer’s Pack, (b) Explorer’s Pack   Alternatively, you may start with 5d4 x 10 Gp to buy your equipment.


Subclass Options

Elemental Sources The magic that fuels your abilities is the Elemental Chaos itself, pulling small parts of it towards yourself and commanding it into whatever form you desire. Though it is based upon your will, there is a source for your power, a specific element that you’re naturally able to manifest and command. This is your Elemental Source, at 1st Level you may choose from the following Elemental Sources; Flame Blade, Ocean Singer, Earth Shaker, and Wind Dancer. Your Elemental Source grants you features at 1st Level and additional features upon reaching 7th, 15th, and 18th Level.   Source of the Flame Blade Those Elementalist who's power naturally manifests as red-hot flames. Flame Blades are known for their ease with combat and the ease they have destroying anything within their path. Though fire is not all evil, flames warm and nourish as well as conquer and destroy.   Source Etching Upon choosing this subclass at 2nd Level, you gain the following Etching for your Chaotic Imbuement feature, this etching does not count against your etchings known.

  • Etching of the Blaze. You ignite your body in flames, shedding bright light for 15 ft. Your flames lash out, at the beginning of your turn, at any creature within the light. The creature(s) must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, and half as much on a success. This effect lasts 1 minute, unless you fall unconscious or dismiss it as a bonus action. Upon reaching 10th level, this damage increases to 4d6.
  Fire Snake’s Fangs Starting at 1st Level, the flames you command burn hotter than any natural flame, and even some unnatural ones. When struck by a melee attack, you may use your reaction to deal fire damage equal to 1d4 + your Elementalist level. After using this reaction twice you can not use it again will you finish a short or long rest. The damage increases at higher levels; 2d4 at 3rd, 3d4 at 6th, and 4d4 at 10th level.   Burning Bright At 7th Level, your flames burn so hot they could melt stone. You ignore Fire resistance. Additionally, you treat Fire Immunity as if it were Fire Resistance, this resistance is not affected by the previous effect.     Heart of the Phoenix Upon reaching 15th Level, your heart beats with the flames of the phoenix itself. If you are reduced to 0 hit points, you can use your reaction to draw upon those flames to fuel you. Instead you stand, gaining 5d6 temporary hit points. You may do this once per long rest.   Heat of One-Thousand Suns Upon reaching 18th Level, your dominion over the raw power of flame brings your very body to be infused with chaotic flames. You may use your action to become the Avatar of Fire, gaining the following benefits for 1 minute, unless you fall unconscious or dismiss it as a bonus action.
  • You regain 2d8 hit points, at the beginning of your turn.
  • As a bonus action, you can project a pillar of flames in a 30 ft. line, anything within this like must make a Dexterity saving throw, taking fire damage equal to 2d10 + half your Charisma modifier on a failed save, and half as much of a successful one.
  • You completely ignore resistance and immunity to Fire Damage.
This feature may only be used once, you regain expended uses of this feature after completing a long rest.   Source of the Earth Shaker   Source Etching Upon choosing this subclass at 2nd Level, you gain the following Etching for your Chaotic Imbuement feature, this etching does not count against your etchings known.
  • Etching of Spell Resistance. Choose a willing target that you can see, within 30 ft., that creature now has advantage on saving throws against spells, this only lasts for 1d4 rounds.
  Nerves of Steel Beginning at 2nd Level, your skin hardens like stone when exposed to harmful effects. When you are struck by an attack, magical or otherwise, as your reaction, make a Constitution saving throw against a DC equal to the Damage you would take. On a success you take half damage, on a failed save you take full damage.   Earthen Defender Starting at 7th Level, your will over the earth itself is indomitable. When an ally you can see is struck with a melee or ranged weapon attack within 10 ft. of you, you can use your reaction to impose disadvantage on that attack, you must be wielding a shield.   A Mountain Made of Iron Upon reaching 15th Level, you’ve become as tough as the earth you command, as hard as steel. You gain a +1 to your AC anytime you are not wearing heavy armor.   Adamantine Wall At 18th Level, you have become a fortress, mastering the Earth and your own body. Additionally as your action you may become the Avatar of Earth gaining the following benefits for 1 minute, unless you fall unconscious or dismiss it as a bonus action.
  • Immunity to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • You gain 3d10 temporary hit points and advantage on Constitution saving throws.
  • If you see an ally targeted by a weapon or spell attack, within 30 ft., you can use your reaction to have stone arms erupt from the ground restraining the creature until the start of your next turn. You can do this a number of times equal to your Charisma modifier. (This feature can not effect creatures of a huge size or greater)
This feature may only be used once, you regain expended uses of this feature after completing a long rest.   Source of the Ocean Speaker   Source Etching Upon choosing this subclass at 2nd Level, you gain the following Etching choice for your Chaotic Imbuement feature.
  • Etching of Purging. Choose a creature you can see, within 60 ft. You infuse their body with mystical water, curing them of poison and giving them resistance to poisons for 24 hours.
  The Waters of Life Starting at 2nd Level, as an action you can choose a willing creature, that you can see within 60 ft., granting them temporary hit points equal to your level + your Charisma modifier for up to 8 hours. This feature can be used twice, you regain uses of this feature when you finish a short or long rest.   Living Waters Upon reaching 2nd Level, your body is affected by your control over the elemental chaos. You gain the gain a base swim speed of 30 ft, additionally at 7th Level you gain the ability to breathe underwater.   Protective Wave Upon reaching 7th level, as your reaction, when a creature moves within a 30 foot radius, centered on you. You can extend you hand releasing a small wave in their direction, the target must succeed a Dexterity saving throw or be knocked prone. You may use this feature a number of times equal to your Charisma modifier.   Liquidated Assets Starting at 15th level, you gain the ability to enter a liquid state while moving, which grants you the following benefits.  
  • When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. If you unwillingly end your turn in an occupied space, you are forced into the nearest unoccupied space and take 2d8 bludgeoning damage.
  • As an action, you may engulf a creature within 10 ft., this creature must make a Strength saving throw, or move with you up to your remaining movement speed in any direction. This feature can not effect any creature with a size greater than Large.
  • On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Ocean Tsunami Upon reaching 18th Level, The power of the ocean is your’s, whether to nurture allies or wash enemies away. Additionally as your action you may become the Avatar of Water gaining the following benefits for 1 minute, unless you fall unconscious or dismiss it as a bonus action.
  • You take on watery form, gaining mass and becoming amorphous, you are now large sized. Additionally you gain resistance to damage from bludgeoning, piercing, and slashing damage from non-magical attacks, and you have resistance to fire damage.
  • As an action, you may form yourself into a wave, moving your walking speed in a straight line, any creature within this path must make a Strength saving throw, taking damage equal to 3d8 cold damage + 3d8 bludgeoning damage and be knocked prone. On a success the creatures take half as much damage and are not knocked prone.
  • You gain the effects of the 4th level spell Wall of Water, centered on yourself. You only gain this benefit effect when stationary.
You may only use this feature once, you regain expended uses of this feature upon finishing a long rest.   Source of the Wind Dancer   Source Etching Upon choosing this subclass at 2nd Level, you gain the following Etching for your Chaotic Imbuement feature, this etching does not count against your etchings known.
  • Etching of Storms. You point your finger at a creature you can see, within 60 ft., this creature must make a Dexterity saving throw or have a lingering storm cloud over their head for 1d6 rounds, Lightning strikes the target at the beginning of its turn dealing 1d6 + your Charisma modifier as lightning damage. This cloud lasts for 1 minute, unless the target falls unconscious.
  Tailwind Starting at 2nd Level, there is a magical wind that blows behind you. Your base walking speed increases by 5 ft. and you gain a +1 to Hit with any weapon, except for those with the Heavy Property. If you are wielding two weapons, this only affects one of your weapons at a time. Additionally, upon reaching 11th Level your bas walking speed increases by another 5 ft.   Dance of the Sky Upon reaching 7th Level, the very winds favour you, helping you to dodge out of area Effects, such as a red dragon's fiery breath or the Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   The Four Winds At 15th Level, you gain a magical flying speed of 30 feet, unless you’re indoors, in which your flying speed is halved. Upon reaching 19th Level, your magical flying speed increases by 30 ft.   Cataclysmic Storm Upon reaching 18th Level, you’ve become one with the wind and sky, and there is a storm brewing within. As an action you may become the Avatar of Wind, gaining the following benefits for 1 minute, unless you fall unconscious or dismiss it as a bonus action.
  • When making a weapon attack, on hit, you may expend 1 chaotic charge to attempt to stun the targeted creature. It must succeed a Constitution saving throw or be stunned until the end of its next turn.
  • You can use a bonus action to push creatures within a 15-foot cone up, in front of you, to 30 feet away from you. (This feature can not effect creatures of a huge size or greater)
  • Your movement does not provoke attacks of opportunity.
You may only use this feature once, you regain expended uses of this feature upon finishing a short or long rest.


LevelProf. BonusFeature(s)Chaotic ChargesEtchings Known
1st+2Fighting Style, Chaotic Imbuement21
2nd+2Elemental Source22
3rd+2-33
4th+2Ability Score Improvement33
5th+3Mark of Chaos, Extra Attack43
6th+3-44
7th+3Elemental Source Feature54
8th+3Ability Score Improvement54
9th+4-65
10th+4Elemental Affinity65
11th+4-75
12th+4Ability Score Improvement75
13th+5-86
14th+5Ability Score Improvement86
15th+5Elemental Source Feature97
16th+5Ability Score Improvement97
17th+6-107
18th+6Elemental Source Feature107
19th+6Ability Score Improvement107
20th+6Mantle of Limbo107

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