Elementalist V2.0 (3.5e Class)
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- 1 Elementalist
- 1.1 Making an Elementalist
- 1.2 Campaign Information
An Elementalist is the elemental version of a druid. Maybe a bit more chaotic, a little less nuetral, but all in all, its an elemental druid. An Elementalist spends most of their days outdoors in the wilderness, rarely found within large towns or settlements, as they feel different while away from the natural atmosphere that they normally surround themselves in. On rare occassions, you will find an old Elementalist in large libraries researching, usually trying to find a way to join that which the believe to be most pure. An Elementalist isn't just about the casting spells and surviving what nature can throw at you; its also a way of thinking, a new perspective on life and your own path through it. Unlike many religions and ways of thinking, an Elementalist strives to be what they are, what they want, and what they can become.
Making an Elementalist
An Elementalist is strong when it comes to finding food or helping the party survive in the wilderness. As well as helping the party survive food wise, an Elementalist is strong in combat with Elemental spells. The drawback for an Elementalist is their medium amount of hit-points and lack of powerful defensive magic, on top of the lack of high class armor. On the other hand, an Elementalist eventually gains the ability to encase themselves within their element of choice, sheathing themselves in a sort of armor.
Abilities: Wisdom is the defining attribute or ability of an Elementalist. An Elementalist relies upon their common sense and wits to survive living with the natural elements of the world. Nature being chaotic, they have learned to adapt to nearly any situation. While Wisdom may be their leading ability, Constitution and Dexterity are right behind in importance. No matter how many wits or how clever you are, if you aren't fast enough or strong enough, then you won't survive.
Races: Often times Half-Elves go into elementalism for the same reasons they often become Druids. While Half-Elves are the most common race to become an Elementalist, Elves and Humans are also very likely to join the cause as well. While these races are the prominent members, you can find many races among their ranks.
Starting Gold: 2D8x5; 40 gp.
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+0||+2||Scribe Scroll, Eschew Materials||3||1||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Elemental Familiar, Elemental Manipulation 1/Day||4||2||—||—||—||—||—||—||—||—|
|4th||+3||+4||+1||+4||Elemental Manipulation 2/Day||5||3||2||—||—||—||—||—||—||—|
|5th||+3||+4||+1||+4||Elemental Shape 1/Day||5||3||2||1||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Elemental Manipulation 3/Day||5||3||3||2||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Elemental Manipulation 4/Day||6||4||3||3||2||—||—||—||—||—|
|9th||+6/+1||+6||+3||+6||Mastery of Elements (Choose 1 Type)||6||4||4||3||2||1||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Elemental Shape 2/Day, Elemental Manipulation 5/Day||6||4||4||3||3||2||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Elemental Manipulation 6/Day||7||5||4||4||3||3||2||—||—||—|
|14th||+10/+5||+9||+4||+9||Mastery of Elements (Choose 1 Type), Elemental Manipulation 7/Day||7||5||5||4||4||3||3||2||—||—|
|15th||+11/+6/+1||+9||+5||+9||Elemental Shape 3/Day||7||5||5||5||4||4||3||2||1||—|
|16th||+12/+7/+2||+10||+5||+10||Elemental Manipulation 8/Day||8||6||5||5||4||4||3||3||2||—|
|18th||+13/+8/+3||+11||+6||+11||Elemental Manipulation 9/Day||8||6||6||5||5||5||4||4||3||2|
|19th||+14/+9/+4||+11||+6||+11||Mastery of Elements (Choose 1 Type)||8||6||6||5||5||5||4||4||3||3|
|20th||+15/+10/+5||+12||+6||+12||Elemental Shape at Will, Elemental Passion, Elemental Manipulation 10/Day||8||6||6||6||5||5||4||4||4||4|
The strongest feature an Elementalist has is the shaping of the Elements. An Elementalist strives to perfect the elements and to manipulate them to better themselves, eventually to become one with the elements. All of the following are class features of the Elementalist.
Elemental Shape: Type Restricted to your class level in hit dice. You have all abilities as said Elemental for as long as you’re in said form.
Elemental Affinity: The Elementalist gets a bonus to spells cast depending on what element they are surrounding themselves in. +2 For Spells of same element, +1 to spells if more than one element source. (IE If they are wearing armor made of stone, then they get a +2 to earth type spells, if said armor is made of lava, earth and fire elements, then the Elementalist would have a +1 to spells of earth and a +1 to fire spells.)
Elemental Manipulation: The Elementalist can transform any one thing of non-living or non-magical matter into any other element type. The object stays in the shape the Elementalist desires for as long as they are concentrating + 1 minute/class level (Once concentration is lost, and the time expires, the Item in question would do what an element of that type would normally do.). This Ability Works 1/Day Starting at Level 2 and progresses every other level thereafter by 1 level. The Range/Target is touch and it will only affect one 5 foot cube per 2 class levels. Further Abilities: The Elementalist can also use the Item that is created no matter what material it currently is in, before concentration is broke, without harm. (I.e. The Elementalist uses their Elemental Manipulation on a blacksmith's hammer. For as long as they concentrate on the hammer staying a hammer, they get no penalties for using it, no matter if it is made of water or air. Once concentration is lost, and the time expires, the Hammer would do what an element of that type would normally do.) You cannot get an exceptional item or an item with bonuses using this method. Anything past a basic item of the type desired requires a craft and knowledge check according to the DM. Permanent at level 20 if the Elementalist so desires.
Elemental Passion: Upon reaching level 20, when an Elementalist dies, they can leave behind an elemental kernel rich environment. This Environment can then be mined for these kernels, which the amount, or ratio of kernel to kernel, depends on the spells the Elementalist knew (Unless the Elementalist was a specialist, in which case they are of the type of the Elementalist.). There is no chance of resurrection if the Elementalist decides to do this.
Elemental Familiar: You gain the use of an elemental for a familiar. The elemental is considered as a small elemental and has all the abilities one of its kind gets. The Elemental doesn’t grow on its own but grows with you, its HD is your Class Level and all its other abilities would come from there. Unlike a Familiar, you don’t have an empathic Link with the elemental, but your familiar does gain the ability to communicate with others of its kind. All other abilities your familiar would normally get still apply.
Mastery of Elements: You can change the element of a spell you cast from one element type to another.
Weapon and Armor Proficiency:
Elementalists are proficient with the following weapons: club, dagger, quarterstaff, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with elemental shape (see below).
Elementalists are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (An Elementalist may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Elementalists are proficient with shields (except tower shields) but must use only wooden ones. Exception: Studded Leather, Elemental Armor (Stone armor, Armor made of air, Armor made of Water, Etcetera.).
A elementalist who wears prohibited armor or carries a prohibited shield is unable to cast elementalist spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Elementalists choose their spells from the following list:
After gaining a level, you gain a set amount of spells in total, which you choose among all spell levels you have access to. To learn a spell of Third level you must achieve level five, to attain a spell of Ninth level you must attain level 17. Whenever you gain access to a new level of spells, you must choose one spell of that level for free. An Elementalists bonus spell come from the Wisdom score. The amount of spells learned per level are Two plus their Wisdom modifier.
0— Base of four known spells.
Arcane Mark, Acid Splash, Create Water, Flare, Dancing Lights, Detect Magic, Detect Poison, Know Direction, Light, Mage Hand, Mending, Purify Food and Drink, Ray of Frost, Read Magic, Resistance (Elements Only).
1st— Base of one known spell.
Burning Hands, Bless Water, Animate Rope, Bless, Chill Touch, Create Water, Curse Water, Delay Poison, Detect Snares and Pits, Detect Secret Doors, Endure Elements, Faerie Fire, Hold Portal, Identify, Mage Armor, Magic Missile (Elemental), Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Resist Energy (Elemental Only), Shield, Shocking Grasp, Summon Monster I (Elemental or Elemental Kin Only), Unseen Servant.
2nd— Base of one spell.
Acid Arrow, Arcane Lock, Continual Flame, Darkness, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Person (restricts movement by air or water), Hold Animal (restricts movement by air or water), Levitate (Uses Air), Make Whole, Protection from Energy (Elemental), Pyrotechnics, Resist Energy (Elemental), Scorching Ray, Shatter, Soften Earth and Stone, Sound Burst, Spike Growth, Summon Monster II (Elemental or Elemental Kin Only), Whispering Wind, Wind Wall.
3rd—Base of one spell.
Call Lightning, Daylight, Deeper Darkness, Fireball, Flame Arrow, Fly, Gaseous Form, Lightning Bolt, Meld into Stone, Neutralize Poison, Quench, Searing Light, Sleet Storm, Stone Shape, Summon Monster III (Elemental or Elemental Kin Only), Tiny Hut (Earth Element, Small Hut), Water Breathing, Water Walk.
4th—Base of one spell.
Air Walk, Commune with Nature, Control Water, Fire Shield, Flame Strike, Freedom of Movement (If due to weather or some form of element), Hold Monster (restricts movement by air or water), Ice Storm, Planar Ally, Lesser (Elemental or Elemental Kin Only), Resilient Sphere (Air), Rusting Grasp (Earth), Secure Shelter, Solid Fog, Spike Stones, Stoneskin, Summon Monster IV , Wall of Fire, Wall of Ice.
5th—Base of one spell.
Call Lightning Storm, Cone of Cold, Control Winds, Hallow, Overland Flight, Passwall, Plane Shift (Elemental and Prime Material Only), Shadow Walk, Stone Shape, Telekinesis, Transmute Mud to Rock*, Wall of Stone.
6th—Base of one spell.
Acid Fog, Chain Lightning, Find the Path, Fire Seeds, Flesh to Stone*, Forceful Hand, Freezing Sphere, Move Earth, Planar Ally (Elemental or Elemental Kin Only), Shadow Walk, Stone Tell, Summon Monster VI (Elemental or Elemental Kin Only), Sympathetic Vibration, Wall of Iron, Wind Walk.
7th—Base of one spell.
Control Weather, Delayed Blast Fireball, Earthquake, Fire Storm, Forcecage, Grasping Hand, Hold Person, Mass, Mage's Sword, Phase Door, Statue, Summon Monster VII (Elemental or Elemental Kin Only), Sunbeam, Wall of Force (Air).
8th—Base of one spell.
Clenched Fist, Horrid Wilting, Incendiary Cloud, Iron Body, Polar Ray, Repel Metal or Stone, Summon Monster VIII (Elemental or Elemental Kin Only), Sunburst, Telekinetic Sphere, Whirlwind.
9th—Base of one spell.
Crushing Hand, Elemental Swarm, Gate (Elemental Planes and Prime Material Plane Only), Genesis, Hold Monster, Mass, Imprisonment, Meteor Swarm, Storm of Vengeance, Summon Monster IX (Elemental or Elemental Kin Only), Prismatic Sphere.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Elemental Caster
Religion: Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..
Other Classes: Elemental Casters find friends in druids, rangers and wild rogues due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.
Combat: Elemental Casters benefit from being in the back of combat until later levels.
Advancement: An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.
Elemental Caster's in the World
|“||Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.||”|
|—Lucius, Human Elemental Caster|
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield.
Daily Life: Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.
Notables: Lucius, the first human elemental caster to ascend.
Organizations: Though they have no formal guild or order, Elementalists do have a circle of elders that pass down rules or regulations for other Elementalists to follow. There are 4 elders, each ascended to one of the 4 elements.
NPC Reactions: Many NPCs will react to the elemental caster as they would a ranger or druid or wild rogue.
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elementralists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||There are rumors of gods in elemental form walking the earth.|
|10||The rumors of gods are false. There are men capable of altering some elements as they see fit.|
|15||There are a few, very powerful Elementalists who can become the elements themselves.|
|20||There are four elders that the elementalists follow, who are so powerful that they are permanently in tune with their element.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.