Elementalist
Hit Points
Hit Dice: d6 per Elementalist level
Hit Points at first Level: 6 + con mod
Hit Points at Higher Levels: 1d6(4) + con mod
Proficiences
Armor: light, shields
Weapons: Simple
Tools:
Saving Throws: Intelligence + Attunement dependent
Skills: Pick two from: arcana, history, nature, survival, perception, medicine
Overview & Creation
Elementalists are similar to wizards from a glance, but instead of researching a school of magic they instead study a certain element. This could be from one of the four elemental planes or an element completely new to a world.
Class Features
elemental adept
You gain the elemental adept feat for your chosen element. If you chose geomancer, instead gain the tough feat. If you already have the feat gained by this ability, instead gain an ability score improvement. This ability score improvement may not be used to gain a feat.
elemental force
At 11th level, whenever you deal damage with your chosen element, you may ignore a creature's immunity to that element. If a creature would absorb the damage, it both takes the damage and gains the benefits from absorbing it.
elemental mastery
You know the investure spell for your given element, and it doesn't count against your spells known. You may cast this spell once per long rest without spending a spell slot, and it doesn't require concentration when you cast it in any way. At 15th level, you may cast it once per long rest without spending a spell slot. At 18th, once per any rest. Lastly, your connection with your element is strong enough to cause physical changes to your body. This could come in many forms, such as being lighter for aeromancer or constantly hot for pyromancer.
elemental soul
Your bond is so intensely strong with your element that is has effected your very being. You are immune to damage from your chosen element, and if you would take damage from your chosen element, you instead regain hit points equal to half the damage you would have taken. This immunity ignores your elemental force feature (it doesn't ignore other creature's elemental force). Additionally, you lose the ability to cast your investure, as it becomes permanently active. You may dismiss the spell or activate it as a bonus action. Lastly, if you cast astral projection or another spell that transports you between planes, you may instantly travel to your elemental plane via the spell.
Starting Equipment
Explorer's pack or dungeoneer's pack
arcane focus or component pouch
any simple weapon
a shield
Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from the elementalist spell list. You learn additional elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the elementalist table.
Spell Slots
The elementalist table shows how many spell slots you have to cast your elementalist spells of 1st level and higher. To cast one of these elementalist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Elementalist spell list.
The Spells Known column of the elementalist table shows when you learn more elementalist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the elementalist spells you know and replace it with another spell from the elementalist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Inteligence is your spellcasting ability for your elementalist spells, since the power of your magic relies on your ability to project your will into the world. You use your Inteligence whenever a spell refers to your spellcasting ability. In addition, you use your Inteligence modifier when setting the saving throw DC for a elementalist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Inteligence modifier
Spell attack modifier = your proficiency bonus + your Ingeligence modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your elementalist spells.
Subclass Options
Pyromancer
Pyromancers revel in chaos. Their abilities focus on creating a chaotic spellcaster that brings the firepower to encounters. Pyromancers prefer to blast problems away at full force. This can also lead to carelessness, and many pyromancers have accidently lit their allies on fire. While simple, a pyromancer's strategy is often enough to light a fire under their enemies.
1st level: You gain proficiency in Charisma Saving throws if elementalist is your first class. Additionally, you ignore the effects of extreme heat. Lastly, when you deal fire damage with an elementalist spell, you may reroll a number of fire damage die equal to your Char. mod. Your chosen element is fire.
6th level: You may choose to ignore damage and other negative effects from spells you cast, and when you roll a 1 or 2 on a spell that deals fire damage, you may reroll the die instead of taking the 1 or 2. You must use the new roll, but this still can benefit from your elemental adept feature.
10th level: You have resistance to cold damage. You also know the cantrip firebolt, and it doesn't count against your number of cantrips known. You may also cast firebolt as a bonus action. If you do so, the damage die's size is equal to twice your charisma modifier (the die's size is normal when cast as an action). The number of dice follows normal cantrip rules (2 die at this level, 3 die at level 11, 4 at 17). If you already know firebolt, you learn another cantrip instead, yet you still may cast firebolt as a bonus action following these rules.
14th level: When you cast a spell that deals cold, acid, lighting, or radiant damage, you may have it deal fire damage instead.
Cryomancer
Cryomancers are calculative. They prefer consistency in their spells and abilities. Their spells may lose out in damage to their pyromancer counterparts, but they make up for it in longevity and other cool tricks. Cryomancers tend to preserve their power and focus more on assistance.
1st Level: You gain proficiency in Wisdom Saving throws if elementalist is your first class. Additionally, you ignore the effects of extreme cold. Lastly, you may add your Wis. mod. to one damage roll of a spell if it deals cold damage. Your chosen element is cold.
6th Level: Whenever you cast a spell that deals cold damage, you may regain one expended spell slot of a lower level then the one used for the spell. The slot's level must be less than or equal to your Wis. mod. (minimum of 1st level)
10th Level: You have resistance to fire damage. Additionally, you can create a wave of cold energy around yourself as an action. You choose a number of creatures equal to your wisdom modifier to make Constitution saves against your spell save DC. If a creature fails, it may not dash, it's speed is halved, and it may not take bonus actions and actions on it's turn. A creature that ignores extreme cold ignores these effects. A creature may repeat the saving throw at the end of it's turns, ending this effect on itself on a success. You may use this ability a number of times equal to your wisdom modifier.
14th level: When you cast a spell that deals fire, poison, thunder, or necrotic damage, you may have it deal cold damage instead.
Geomancer
Geomancers, unlike many spellcasters, prefer to be up close to their enemies. They tend to focus as much on physical fighting as they do their spells. This leads to them not being the best of either, but they are powerful combatants at any range. Put simply, Geomancers combine blunt force with high level magic.
1st level: you gain proficiency in Strength saving throws if elementalist is your first class, medium armor, shields, simple weapons, and two martial weapons of your choice. Your chosen element is earth(bludgeoning).
6th level: You can attack twice per turn with a weapon instead of once. If you deal bludgeoning damage, add your proficiency bonus to the damage roll.
10th level: Melee Weapon attacks you make count as magical. You may spend a spell slot as you make a Melee weapon attack using strength to make the damage bludgeoning. You must spend the slot before you know if you hit or miss.
14th level: If you spend a spell slot to change an attack to bludgeoning, you gain a bonus to hit equal to the slot's level. If you hit, deal extra damage equal to your proficiency bonus + the slots level (making the bonus damage = 2 * prof. bonus + slot).
(This damage is added directly to the die, meaning it doubles on a crit)
Aeromancer
Aeromancers care most for mobility when fighting. They tend to have plenty of ways to keep their foes at bay or to escape a close range fight. Their lighting spells shouldn't be scoffed at either. Aeromancers tend to make great hit and run spellcasters.
1st level: You gain proficiency in Dexterity saving throws if elementalist is your first class. Additionally, your speed increases by 10 ft. Your chosen element is wind(lightning).
6th level: As a bonus action, you may hurl yourself like a bolt of lightning. You may spend a spell slot of first level or higher. Then, teleport a number of feet equal to 20 + 5* the slot's level. You must teleport the full distance and must move in a straight line. After your teleport, you deal xd8 lightning damage to each creature you teleported through, where x is 1 + the slot's level, if one was spent. You may use this ability a number of times equal to your Dexterity modifier between long rests.
10th level: You may temporarily fly on your turns. On your turn, you are treated as having a flying speed equal to your walking speed. If you already have a flying speed, increase it by that amount. At the end of your turn, if you are in the air and don't have a way to sustain your flight, you fall. This flying speed or speed increase doesn't grant any benefit if you are not outdoors.
14th level: Your flying speed now works anywhere, lasts beyond the end of your turn, and you are treated as hovering while using it (if you are knocked prone, you still stay in place). Additionally, when you deal lightning damage with an elementalist spell, You may deal thunder damage using your reaction equal to half the lightning damage dealt. If you do lightning damage to multiple targets, you may choose multiple targets with one reaction. You have a number of uses of this ability equal to your Dex. mod, and if you deal damage to multiple targets with this ability, you use a number of uses equal to the number of targets chosen. You regain all uses of this ability at the end of long rests.
Level | ablilites |
---|
1 | spellcasting, sublass |
2 | elemental adept |
3 | |
4 | ability score improvement |
5 | |
6 | subclass feature |
7 | |
8 | ability score improvement |
9 | |
10 | subclass feature |
11 | elemental force |
12 | ability score improvement |
13 | |
14 | subclass feature |
15 | elemental mastery (long rest) |
16 | ability score improvement |
17 | |
18 | elemental mastery (any rest) |
19 | ability score improvement |
20 | elemental soul |