Element Specialist (NPC Class) (5e Class)

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Elemental Specialist (NPC Class)[edit]

This is a simple full-casting class for use with NPCs. Specifically, when you're making NPCs using the "Player Equivalent CR" variant rule. It makes it much easier to create and be versatile, and it also makes the statblock a little easier to craft and takes up less room. It doesn't have any lore of it's own, because it is supposed to be a general half-caster, and from there, you can make up your own lore for each NPC. You can technically play this as a player character, but there may be some balance to be made as far as the extreme versatility goes. Have your DM look it over first, probably.

<!-Introduction Leader->[edit]

Creating an Elemental Specialist[edit]


Quick Build

You can make an Elemental Specialist quickly by following these suggestions. First, your "mental" stat should be your highest ability score, followed by any other stat. Second, choose any background. Third, choose whatever you want.

Class Features

As a Elemental Specialist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Any two musical instruments or Artisan's tools
Saving Throws: Constitution, Charisma
Skills: Any two

Equipment

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

  • (a) A martial weapon or (b) Two simple weapons
  • A tool that you're proficient with
  • A set of armor that you're proficient with.
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Elemental Specialist

Level Proficiency
Bonus
Cantrips Known Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Element Specialty, Spellcasting 2 2
2nd +2 2 Vital Casting 3 3
3rd +2 2 Energy Burst 4 4 2
4th +2 3 Ability Score Improvement 5 4 3
5th +3 3 6 4 3 2
6th +3 3 Primordial Blood 7 4 3 3
7th +3 3 8 4 3 3 1
8th +3 3 Ability Score Improvement 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 4 Potent Spellcasting 10 4 3 3 3 2
11th +4 4 11 4 3 3 3 2 1
12th +4 4 Ability Score Improvement 11 4 3 3 3 2 1
13th +5 4 12 4 3 3 3 2 1 1
14th +5 4 Elemental Flight 12 4 3 3 3 2 1 1
15th +5 4 13 4 3 3 3 2 1 1 1
16th +5 4 Ability Score Improvement 13 4 3 3 3 2 1 1 1
17th +6 4 14 4 3 3 3 2 1 1 1 1
18th +6 4 Primordial Soul 14 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 15 4 3 3 3 3 2 1 1 1
20th +6 4 Master of the Elements 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You learn how to control the magical power of the elements.

Cantrips

At 1st level, you know two cantrips of your choice from any spell list. The chosen cantrips must deal or reduce damage from your chosen damage type. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elemental Specialist table.

Spell Slots

The Elemental Specialist table shows how many spell slots you have to cast your elemental specialist spells of 1st level and higher. To cast one of these elemental specialist 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 any spell list that cause or reduce damage from the chosen type.

The Spells Known column of the elemental specialist table shows when you learn more 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 spells you know and replace it with another spell from any spell list that causes damage from your chosen type, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence, Wisdom or Charisma (choose one, you can't change the chosen score later) is your spellcasting ability for your elemental specialist spells. You use your chosen spellcasting ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a elemental specialist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen modifier
Spell attack modifier = your proficiency bonus + your chosen modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your elemental specialist spells.

Elemental Specialization[edit]

Starting at 1st level, choose one of the following damage types: acid, cold, fire, lightning or thunder. That damage type becomes your elemental specialization. Whenever a feature have an effect based on damage type, you use the chosen damage type for it.

Energy Burst[edit]

At 2nd level, as an Action, you can spend a spell slot to unleash your element in its raw form. Choose one of the following shapes: line, cone, aura or explosion. All creatures in the area of effect must succeed on a Dexterity saving throw, or take damage equal to 1d6, plus 2d6 per level of the spell slot spent from your specialization type on a failed save, or half as much on a success. The maximum level of spell slot you can spend on an Energy Burst is 5th-level.

The chosen area increases as you gain levels in this class, as shown on the table below:

Energy Burst Areas
Element Specialist Level Area of Effect
3rd 15-foot (cone), 5 by 30-foot (line), 10-foot around you (aura), 5-foot sphere (explosion).
5th 30-foot (cone), 5 by 60-foot (line), 20-foot around you (aura), 10-foot sphere (explosion).
7th 45-foot (cone), 5 by 90-foot (line), 30-foot around you (aura), 15-foot sphere (explosion).
9th 60-foot (cone), 5 by 120-foot (line), 40-foot around you (aura), 20-foot sphere (explosion).

Vital Casting[edit]

At 3rd level, you draw magical power from your vitality. You can use your bonus action to spend hit dice, in order to regain spell slots. You must spend a number of hit dice equal to twice the spell level. You can't have more spell slots than your maximum, and you can't regain spell slots from a level higher than 5th-level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 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. As normal, you can't increase an ability score above 20 using this feature.

Primordial Blood[edit]

At 6th level, you gain resistance to the damage type of your chosen elemental specialization. In addition, spells that cause damage from your chosen specialization ignore resistance to damage.

Potent Spellcasting[edit]

When you reach the 10th level, you add your spellcasting ability to the damage of your Elemental Specialist spells.

Elemental Flight[edit]

At 14th level, you can use the power of the elements you control to fly. When you spend spell slots to cast an elementalist spell, you gain a flying speed equal to your movement speed. Your flying speed lasts 1 round per level of the spell slot spent.

Primordial Soul[edit]

At 18th level, you gain immunity to your specialization damage type. In addition, any spell or effect you create treats immunity to your specialization damage type damage as resistance to that damage type.

Master of the Elements[edit]

When you reach the 20th level, you can cast a spell from 8th level or lower from the list of any specialization of Elemental Specialization, without spending spell slots. Once you do so, you can't do it again until you finish a long rest.

Variant Abilities: Elemental Specialist PC[edit]

If a PC chooses to take this class, they gain the following additional benefits:

Elementalist Adept[edit]

At 1st level, when you can choose one of the following talents as a diverse way to use your elemental power:

Elemental Warrior

You can use a bonus action to infuse one cantrip that requires a spell attack on a weapon you wield, or on your unarmed strikes. The next time you hit a creature with a melee weapon attack, that creature also suffer the effects of the cantrip.

You also gain proficiency with martial weapons, medium armor and shields.

Elemental Blaster

When you cast a elemental specialist cantrip, you can choose to affect another target within 5 feet of the previous one with the same cantrip.

You also learn two additional cantrips. These cantrips are from the sorcerer list, and are considered Elemental Specialist cantrips for you.

Improved Burst[edit]

Also at 2nd level, you can use Elemental Burst once, without spending spell slots. Once you do so, you can't do it again until you finish a short or a long rest. When you do so, the burst is cast at a level equal to your highest level spell slot.

Additional Elements[edit]

Starting at 3rd level, you gain one additional damage type from your Elemental Specialization feature. You also gain one additional damage type at 9th and 17th levels. The damage type chosen at 17th level can be taken from the following list: necrotic, radiant or psychic.

Elementalist Journeyman[edit]

At 6th level, when you can choose one of the following talents as a diverse way to use your elemental power:

Uncanny Dodge

At 6th level, when you take damage from an attack, you can use a reaction to halve that damage.

Elemental Manipulation

At 6th level, when you cause elemental damage to a creature you can move that creature 10 feet to any direction.

Elementalist Master[edit]

At 14th level, when you can choose one of the following talents as a diverse way to use your elemental power:

Agile Flight

When flying, you can take the Dash, Disengage or Dodge actions as a bonus action.

Escape Flight

When you cast a elementalist spell, you can fly up to your movement speed without provoking opportunity attacks. This movement happens after or before you cast the spell.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Element Specialist class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Element Specialist class, you gain the following proficiencies:

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