Elemental Adept (5e Class)

From D&D Wiki

Jump to: navigation, search

Elemental Adept[edit]

A wizened old man raises his cane towards a group of marauding goblins. Fire sprays from the end of his cane, reducing them all to ash before they can loot his home. Content, he blows out the smoke from the end of his focus and hobbles back inside to practice his craft in peace

An elf rises straight out of the forest floor, impaling a destructive bulette a few feet from her with a rock spire. The spire was summoned by the elf to slay the beast that was threatening a nearby town.

Suspended in the center of a storm, a dragonborn calls down lightning on the seething hordes of demons pouring forth from a portal to the Nine Hells, destroying them all with the storm's crackling energy. The storm calms at his beck and call almost as quick as it had come.

An elemental adept masters the power of the Four Elements to devastating a effect, laying low any who oppose them. They are guardians of the wild, keeping evil in check, lest it spill into the civilized lands.

Creating an Elemental Adept[edit]

Any race has the potential to become an Elemental Adept. However the races who prize and live in nature, such as elves and aarakocra, are more likely to be an Adept. What connection does your character have with nature? Why did they become that which channels its energy and how did they learn this power? Why can your Adept tap into the four elements? Was he born with the gift? Was it a gift of a nature god? What brought you into the adventuring life? An ancient evil? A premonition? Does your Adept act as a solitary force of nature, or do they accept the help of non-magic folk?

Quick Build

All Adepts take a neutral stance on life, but express their reflection of nature in their own individual ways. You can make an Elemental Adept quickly by following these suggestions. First, Wisdom should be your highest score, followed by Dexterity.

Class Features

As a Elemental Adept you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elemental Adept level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Adept level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Athletics, History, Insight, Medicine, Nature, Perception, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 5 Javelins or (b) a longbow, and a quiver of 20 arrows
  • (a) a longsword or (b) a spear
  • An Explorer's Pack
  • A rod (arcane focus)

Table: The Elemental Adept

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Elemental Wisdom 3 2
2nd +2 Nature’s Mark, Element Specialization 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Nature's Stride, Chosen Element feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Chosen Element feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Chosen Element feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 Earthen Mind 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Elemental Wrath, Chosen Element feature 6 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Drawing on the elements found everywhere in the Material Plane, you can channel them through your rod as your arcane focus. You prepare your spells each day by imbuing it into your focus, selecting a number of spells from the list below equal to the number of elemental adept cantrips known multiplied by your proficiency bonus. The elemental adept table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You can cast each as many times as your spell slots will allow. During a long rest, you may modify your spells known list by meditating in quiet contemplation, as long as there is fire and water nearby.

Spellcasting Ability

You use your Wisdom whenever a spell calls for your spellcasting ability, since your magic relies on the age old elements lying in the ether, waiting to be channelled. In addition, you use your Wisdom modifier when setting the saving throw DC for an elemental adept spell cast and for setting an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Elemental Wisdom[edit]

Starting 1st level, you may apply half of your Wisdom and Dexterity Modifier to your AC rounded down, as you truly known how to use your surroundings to their full advantage. At 6th level, you may apply all of your Wisdom and Dexterity bonus to your AC. This bonus can only be applied if not in armor.

Nature's Mark[edit]

At 2nd level, animals recognize you as a guardian of nature. As a reaction you may target one hostile animal making an a attack. It must succeed a Wisdom save of DC 8 + your Wisdom modifier + your proficiency bonus. Otherwise the animal attacks something else. If the creature rolls a natural 1, the creature becomes calm and tame, and is no longer hostile to the party. This feature can only be used twice, regaining use after you finish a long rest.

Element Specialization[edit]

An elemental adept learns all elements, but one usually captivates and becomes your specialty. Starting 2nd level, choose your Chosen Element from Fire, Earth, Water, or Air. This will grant you further features 6th, 10th, 14th, and 20th levels.

Ability Score Improvement[edit]

At 4th level, and again at 8th, 10th, 12th, 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.

Nature's Stride[edit]

An adept can easily navigate through terrain. At 6th level, difficult terrain doesn’t affect an adept. You gain misty step as a bonus spell which you can cast three times. You regain any expended uses when you finish a Long Rest. Starting at 18th level, you may move without provoking attacks of opportunity, and do not take damage from falls of 30 feet or less.

Earthen Mind[edit]

Starting at 18th level, your mind is as stoic and unmoving as rock. You gain advantages in throws against charmed and frightened conditions. You also gain advantage in saving throws against the confusion spell. Checks in Persuasion and Intimidation against you also roll at disadvantage.

Elemental Wrath[edit]

Starting 20th level, a simple word from you causes all four elements to chaotically rage around you. By expending an action, all creatures who are within 15 ft of you take 1d10 damage from each of the following damage types: fire, acid, bludgeoning and piercing. This ignores damage type resistances. You may use this feature once, regaining use after a long rest.

Chosen Element[edit]

The following are the archetypes of the elemental adept class.

Earth[edit]

You choose the steady shifting element of stability and upheaval.

Harden

Starting 2nd level, you gain a +1 bonus to your Armor Class.

Resistance

Starting 6th level, you gain resistance against nonmagical piercing, slashing, and bludgeoning damage.

Seeker

Starting 10th level, you gain advantage on checks made to notice hidden doors, traps, hidden enemies, or tracks.

One With The Earth

Starting 14th level, you automatically succeed Stealth checks while touching dirt, stone, or grass.

Impale

Starting 20th level, you may expend an action and target up to 3 creatures within 60 feet of you and summon up spires of stone from beneath them, dealing 4d20 piercing damage. You may use this feature once, regaining use after you complete a long rest.

Air[edit]

The free element and radical shaper.

Windy Body

Starting 2nd level, you no longer need to breathe. You also cannot be moved against your will.

Air Drill

Starting 6th level, you gain a +2 bonus to attack rolls with ranged weapons and attacking at long range no longer incurs penalties.

Lightning

Starting 10th level, you may summon a lightning bolt within 40 feet of you with an action. Each bolt deals 2d10 lightning damage. You may use this feature three times, regaining use after a long rest

Weightless

Starting 14th level, you can cast levitate as an action without expending a spell slot. You may use it three times, regaining use after a long rest.

Tornado

Starting 20th level, you can summon a tornado within 60 feet of yourself. It occupies a square of 15 by 15 feet and deals 4d12 force damage. Creatures in the affected area must succeed a Constitution saving throw against your spell save DC, or be thrown 20 feet in a direction of your choice.

Fire[edit]

The ravaging and raging element

Flame Coat

Starting 2nd level, you can engulf your weapon in flames with a bonus action, making it deal a bonus 1d4 fire damage for one minute. You may use this feature once, regaining use after a short rest.

Firelight

Starting 6th level, you may create a small harmless fireball that hovers within 5 feet of you with a bonus action. It casts 60 feet of light from its location and shines through magical darkness.

Erupt

Starting 10th level, you can erupt your body in flames with an action, dealing 2d6 fire damage to all creatures within 5 feet of you. These flames do not harm you. You may use this feature once, regaining use after a long rest.

Spell Fire

Starting 14th level, your ranged spell attacks double in range, and deal an extra damage die.

Flame Whip

Starting 20th level, you can summon a tongue of fire from the end of your focus rod with a bonus action. You may strike with it using an action dealing 4d20 fire damage to all creatures in a 60 feet line from you. It stops at obstructions like walls that are higher than 10 feet. You may use this feature once, regaining use after a long rest.

Water[edit]

The element of change. This gentle flowing element also comes with nifty healing features.

Water Absorb

Starting at 2nd level, you are immune to acid damage. If you are successfully hit by an attack that deals acid damage, you instead are healed by the same amount of hit points it would have dealt as damage.

Watery Step

Starting 6th level, you may walk across surfaces of water and lava as if it is solid ground.

Weapon Coat

Starting 10th level, all of your melee weapons deal two extra damage die of acid damage.

Healer

Starting 14th level, you expend an action to may heal yourself, or a creature within 5 feet of you, up to (2d8 + your Wisdom modifier) x 2 hit points twice, regaining use after a long rest.

Water Summon

Starting 20th level, you may summon a water elemental by expending an action. It is obedient to you and will try to fulfill your commands to the best of its abilities. The elemental appears in an unoccupied space within 20 feet of you, and stays for up to one hour. You may dismiss the elemental with no action on your part. You may use this feature once, regaining use after a long rest.

Elemental Adept Spell List[edit]

You know all of the spells on the Elemental Adept spell list. Please note, some of these spells are from the Elemental Evil Player's Companion.

Cantrips

Acid Splash, Create Bonfire, Control Flames, Fire Bolt, Frostbite, Mold Earth, Produce Flame, Ray of Frost, Shocking Grasp, Shape Water, Thunderclap

1st Level

Absorb Element, Tasha's Caustic Brew, Burning Hands, Create/Destroy Water, Earth Tremor, Fog Cloud, Hellish Rebuke, Ice Knife, Thunderwave

2nd Level

Aganazzar’s Scorcher, Barkskin, Continual Flame, Dust Devil, Earthbind, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Lesser Restoration, Levitate, Maximillian’s Earthen Grasp, Misty Step, Moonbeam, Lightning Bolt, Pyrotechnics, Scorching Ray, Warding Wind

3rd Level

Call lightning, Erupting Earth, Elemental Weapon, Flame Arrows, Fireball, Fly, Lightning Arrow, Sleet Storm, Tidal Wave, Wall of Sand, Wall of Water, Water Walk, Water Breathing, Wind Wall

4th Level

Control Water, Elemental Bane, Fire Shield,Guardian of Nature,Ice Storm, Stoneskin, Stone Shape, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere

5th Level

Cloudkill, Cone of Cold, Conjure Elemental, Control Winds, Greater Restoration, Immolation, Maelstrom, Transmute Rock, Tree Stride, Wall of Stone

6th Level

Bones of the earth, Chain Lightning, Disintegrate,Druid Grove, Flesh to Stone, Investiture of flame, Investiture of ice, Investiture of stone, Investiture of wind, Primordial ward, Move Earth, Oliluke's Freezing Sphere, Sunbeam, Wall of Thorns, Wind Walk, Wall of Ice

7th Level

Delayed Blast Fireball, Firestorm, Resurrection, Whirlwind

8th Level

Abi-Dalzim’s horrid wilting, Control Weather, Earthquake, Incendiary Cloud, Sunburst, Tsunami

9th Level

Meteor Swarm, True Resurrection, Storm of Vengeance, Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Elemental Adept class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Elemental Adept class, you gain the following proficiency: Arcana, Nature


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: