Elementalist, Variant (4e Class)
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[edit] Elementalist
| “ | I have mastered one, and can control 3 other elements. Do you really think you can win? | ” |
| Class Traits |
| Role: Striker, Controller. |
| Power Source: Primal. |
| Key Abilities: Wisdom, (one other, see "Elemental Mastery") |
| Armor Proficiencies: Cloth |
| Weapon Proficiencies: (see Elemental Mastery) |
| Implements: (see Elemental Mastery) |
| Bonus to Defense: +1 will, +1 to one other (see Elemental Mastery) |
| Hit Points at 1st Level: 12+Constitution score + Constitution score |
| Hit Points per Level Gained: 5 |
| Healing Surges per Day: {{{healing_per_day}}} + Constitution modifier |
| Trained Skills: Arcana (int). From the class skills list below, choose Three more trained skills at 1st level. Class Skills: Acrobatics (dex), Bluff (cha), Endurance (con), Insight (wis), Intimidate (cha), Perception (wis), Stealth (dex), Thievery (dex) |
| Build Options: Elemental Striker, Elemental Controller |
| Class Features: Elemental Mastery, Chaos Power |
Elementalists are born with an innate ability to control the elements. Most elementalists do not understand how they have these powers, but many claim they are a descendent of a human who made an ancient pact with the elementals. He learned their ways, he gave birth to 2 children who had his ability.
Elementalists tend to master the control of one element, and just know the basics of controlling the other three. Each different mastery holds a great power, and unique skills which the others cannot posses.
As an Elementalist, you will control the elements to hinder your enemies and aid your allies. Elementalists are unique and can make a great member of a party.
Elementalist Overview |
| Characteristics: Elementalists control the elements from a distance, hindering their foes, and helping their allies. |
| Religion: Elementalists do not follow a set deity. Religion to an elementalists is a personal choice, and has no power over their abilities on the battle field. Most Elementalists choose Pelor, due to the majority of them being Human. |
| Races: Humans were the race that started the Elementalist abilities, but after many generations it has spread into half elf culture, half orc culture and halfing culture. Some Elves and Eladrin know of the power, but none have made the pact to control the elements. There are rumors of a very few Dwarves who have learned the elementalist ways, with a mastery of earth. |
[edit] Creating an Elementalist
Some Elementalists move straight in after the toughest foe, whereas others go around and pick off weaker enemies.
[edit] Elemental Striker
A Striker goes straight into the middle of the conflict, using the elements as tools to distract and wither away at their enemies
- Suggested Feat: Improved Initiative (4e Feat) (Human Feat:Toughness)
- Suggested Skills: Arcana, Insight, Intimidate, Perception
- Suggested At-Will Powers: -Coming Soon-
- Suggested Encounter Power: -Coming Soon-
- Suggested Daily Power: -Coming Soon-
[edit] Elemental Controller
A controller stays back and attacks the enemies in large groups. A controller can aid allies from afar, and tries never to enter the struggle.
- Suggested Feat: Implement Mastery (Human Feat:Action Surge)
- Suggested Skills: Arcana, Acrobatics, Bluff, Stealth
- Suggested At-Will Powers:-Coming Soon-
- Suggested Encounter Power:-Coming Soon-
- Suggested Daily Power:-Coming Soon-
[edit] Elementalist Class Features
All Elementalists share these class features.
[edit] Chaos Power
Once every 1d4-1 rounds, (this means it can still be used on consecutive rounds if you roll a 1. On a 4 you can use it in the next 3 rounds) you may use your element to asist you in striking a deadlier blow, when you use this ability, you gain a damage bonus as shown on the table below in a specific damage type based on your element. Missing does not expend the use of this ability.
| Level | Chaos Power |
|---|---|
| 1st-10th | +1d6 |
| 11th-20th | +2d6 |
| 21st-30th | +3d6 |
Earth: Force damage.
Fire: Fire damage.
Water: Cold damage.
Wind: Thunder damage.
[edit] Elemental Mastery
An Elementalist chooses one primary element for which their powers gain specific benifits as well as weapon proficiencies and a +1 bonus to the defense noted. Also, although it has no immediate static effect, each element has an ability score tied to them which are chief to the effects of an Elementalist's powers aside from Wisdom.
| Element | Defense Bonus | Proficiencies | Key ability |
|---|---|---|---|
| Earth | Fortitude | All hammers; Spiked Gauntlets | Constitution |
| Fire | Reflex | Crossbow (Light), Falchion, Kukri*, Katar, Longspear, Scimitar, Spear | Strength |
| Water | Will | Khopesh*, Scythe, Short Bow, Sickle, Spiked Chain, Trident* | Intelligence |
| Wind | Reflex | Dagger, Kukri*, Katar, Longbow, Parrying Dagger*, Quarterstaff, Short Sword | Dexterity |
[edit] Implements
An Elementalist's weapon also counts as an implement for Elementalist invocations only. (do not apply proficiency bonus to invocations with the Implement keyword only magic bonus).
[edit] Elementalist Powers
An Elementalist's powers are called Invocations and are drawn from the powers of the rulers of the Elemental Chaos, the Primordials.
[edit] Elementalist Feats
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