Elemental Adept (5e Class)
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)
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, while you are neither wearing armor nor wearing a shield, your AC is 10 + half your Dexterity modifier + half your Wisdom modifier, as you truly known how to use your surroundings to their full advantage. Beginning at 6th level, your AC is instead 10 + your Dexterity modifier + your Wisdom modifier.
Nature's Mark[edit]
At 2nd level, animals recognize you as a guardian of nature. As a reaction when a beast targets you or one of your allies within 5 feet with a melee attack, you may force it to make a Wisdom saving throw against your Spell save DC. On a fail, the beast attacks another creature within its range. If no other target is within range, it does not attack. If the beast fails the saving throw by 5 or more, it become charmed by you and your allies for one minute. If you or your allies cause the beast harm, it is no longer charmed. You may use this feature twice. You regain expended uses when 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 your movement. Additionally, you learn the misty step spell, which is always prepared for you. You can cast it without expending a spell slot. Once you do so, you cannot cast it again using this feature until you finish a short or long rest. Starting at 18th level, your movement does not provoke attacks of opportunity, and when you fall, you do not take damage unless you fell at least 40 feet.
Earthen Mind[edit]
Starting at 18th level, your mind is as stoic and unmoving as rock. You gain advantage on saving throws against charmed and frightened conditions. You also gain advantage on saving throws against the confusion spell or similar effects.
Elemental Wrath[edit]
Beginning at 20th level, as an action, you cause all four elements to chaotically rage around you. For the next minute, you gain the following effects.
- Whenever you deal fire, acid, lightning, thunder, or cold damage, it ignores resistance to that damage type.
- Whenever a hostile creature starts its turn within 15 feet of you, it takes your 1d10 of your choice of fire, acid, lightning, or cold damage.
- You gain immunity to damage from your Chosen Element and resistance to fire, acid, lightning, thunder, and cold damage.
Once you use this feature, you can't it again until you finish 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
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