Elemental Caster (5e Class)

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Elemental Caster[edit]

While running from tree to tree to hide from his enemies, Sazor launched a scorching ray on his nearest follower and prepared to let loose a gust of wind to flee easier. Standing sure-footed on a mighty mountain, Protec called his own elemental powers to cast meteor swarm and destroy the largest part of the enemy's army.

Creating a Elemental Caster[edit]

Try to imagine how your character came into interaction with the pure Elemental Energy. Did he/she watch wizards shooting Scorching Rays? Or did your character see how Azers destroyed his/her home and sworn wrath?

Quick Build

You can make a Elemental Caster quickly by following these suggestions. First, wisdom should be your highest ability score, followed by Intelligence. Second, choose the Outlander background.

Class Features

As a Elemental Caster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Shields
Weapons: Quarterstaffs, Daggers
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Choose 2 from Arcana, History, Insight, Intimidation, or Persuasion

Equipment

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

  • (a) A Quarterstaff or (b) A Dagger
  • An Arcane Focus
  • (a) Leather Armor or (b) A Shield
  • (a) An Explorer's Pack or (b) A Dungeoneer's Pack

Table: The Elemental Caster

Level Proficiency
Bonus
Element Points Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 0 4 2 Spellcasting, Elemental Power Source 2
2nd +2 2 4 3 Elemental Type, 3
3rd +2 2 4 4 Elemental Type Feature 4 2
4th +2 4 4 5 Ability Score Improvement 4 3
5th +3 4 4 6 Elemental Type Feature 4 3 2
6th +3 6 5 7 Elemental Type Feature 4 3 3
7th +3 6 5 8 4 3 3 1
8th +3 8 5 9 Ability Score Improvement, Elemental Type Feature 4 3 3 2
9th +4 8 5 10 Channel 4 3 3 3 1
10th +4 10 5 11 4 3 3 3 2
11th +4 10 6 12 Elemental Type Feature 4 3 3 3 2 1
12th +4 12 6 13 Ability Score Improvement, Channel Improvement 4 3 3 3 2 1
13th +5 12 6 14 4 3 3 3 2 1 1
14th +5 14 6 15 Walking Freedom 4 3 3 3 2 1 1
15th +5 14 6 16 Channel Improvement 4 3 3 3 2 1 1 1
16th +5 16 7 17 Ability Score Improvement, Summon 4 3 3 3 2 1 1 1
17th +6 16 7 18 Elemental Type Feature 4 3 3 3 2 1 1 1 1
18th +6 18 7 19 Elemental Type Feature 4 3 3 3 3 1 1 1 1
19th +6 18 8 20 Ability Score Improvement, Final Growth 4 3 3 3 3 2 1 1 1
20th +6 20 8 21 HyperBeam 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Spellcasting Ability

Your spellcasting ability is wisdom

Spell Save DC

Your Spell Save DC is 8 + your Proficiency Bonus + your Spellcasting ability modifier.

Spell Attack Modifier

Your Spell Attack Modifier is your Proficiency Bonus + your Spellcasting ability modifier.

Elemental Power Source[edit]

You can add your INT modifier to your attack and damage rolls against Fiends and Celestials.

Elemental Type[edit]

When you reach 2nd level, you are able to choose a type of Elemental School of Magic to learn. This choice determines the features you gain at 2nd, 3rd, 5th, 6th, 11th, 17th and 19th level.

In addition, starting at 2nd level, you have resistance to the damage type associated with your Elemental Type (fire for Fire, cold for Water, acid for Earth or lightning for Air).

Ability Score Increase[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.

Channel[edit]

Starting at 9th level, you can spend 3 Element Points to grant 1d10 temporary Hit Points to any friendly creature within 30 feet of yourself. At 12th level, the temporary hit points granted is increased to 2d10. At 15th level, the temporary hit points granted is 3d10.

Walking freedom[edit]

Starting at 14th level, on the Elemental Plane of your chosen elemental type, you don't suffer any effect of the surroundings.

Final Growth[edit]

At 19th level, you know everything there is to know about Elemental Power. Now, whenever you make an attack roll, you deal an additional 4d8 damage of your chosen Elemental Type. (Fire damage for fire, cold damage for water, acid damage for earth, lightning damage for air).


Hyper Beam[edit]

At 20th level you can spend 4 Element Points to deal 5d12 additional radiant damage (necrotic if you're attacking a Celestial).

Elemental Types[edit]

Fire[edit]

Grant Resistance

Starting at 3rd level, you can spend 2 Element Points to grant yourself, or 1 creature of your choosing resistance to fire damage for 1 minute. At 8th level, the effects of this feature last for 10 minutes. At 18th level, the effects of this feature last for 1 hour.

Elemental Feet

Starting at 3rd level, you take no damage from walking/swimming in lava/molten rock.

Familiar

Starting at 6th level, if you encounter a fire elemental, it won't attack you. At 11th level, you learn to speak Ignan, and can communicate with fire elementals. At 17th level, you are able to use an action to summon a fire elemental to fight alongside you for 10 minutes. You are able to summon a fire elemental 1 time, and are able to use this feature again after finishing a long rest.

Water[edit]

Grant Resistance

Starting at 3rd level, you can spend 2 Element Points to grant yourself, or 1 creature of your choosing resistance to cold damage for 1 minute. At 8th level, the effects of this feature last for 10 minutes. At 18th level, the effects of this feature last for 1 hour

Elemental Feet

Starting at 5th level, ice is considered normal terrain for you. Thin ice tolerates your whole weight.

Familiar

Starting at 6th level, if you encounter a water elemental, it won't attack you. At 11th level, you learn to speak Aquan, and can communicate with water elementals. At 17th level, you are able to use an action to summon a water elemental to fight alongside you for 10 minutes. You are able to summon a water elemental 1 time, and are able to use this feature again after finishing a long rest.

Air[edit]

Grant Resistance

Starting at 3rd level, you can spend 2 Element Points to grant yourself, or 1 creature of your choosing resistance to lightning damage for 1 minute. At 8th level, the effects of this feature last for 10 minutes. At 18th level, the effects of this feature last for 1 hour

Elemental Feet

Starting at 5th level, you suffer no weather effects.

Familiar

Starting at 6th level, if you encounter an air elemental, it won't attack you. At 11th level, you learn to speak Auran, and can communicate with air elementals. At 17th level, you are able to use an action to summon an air elemental to fight alongside you for 10 minutes. You are able to summon an air elemental 1 time, and are able to use this feature again after finishing a long rest.

Earth[edit]

Grant Resistance

Starting at 3rd level, you can spend 2 Element Points to grant yourself, or 1 creature of your choosing resistance to acid damage for 1 minute. At 8th level, the effects of this feature last for 10 minutes. At 18th level, the effects of this feature last for 1 hour

Elemental Feet

Starting at 5th level, you take only half damage on falling if you succeed a DC 10 STR saving throw.

Familiar

Starting at 6th level, if you encounter an earth elemental, it won't attack you. At 11th level, you learn to speak Terran, and can communicate with earth elementals. At 17th level, you are able to use an action to summon an earth elemental to fight alongside you for 10 minutes. You are able to summon an earth elemental 1 time, and are able to use this feature again after finishing a long rest.

Elemental Caster Spell List[edit]

(All these spells are found in the 5e Player's Handbook.)

Cantrips

Control Flames
Create Bonfire
Fire Bolt
Light
Produce Flame
Ray of Frost
Shape Water

1st Level

Burning Hands
Create/Destroy Water
Faerie Fire
Fog Cloud
Searing Smite

2nd Level

'Branding Smite
Continual Flame
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Scorching Ray

3rd Level

Create Food & Water
Elemental Weapon
Fireball
Fly
Gaseous Form
Water Breathing
Water Walk
Wind Wall

4th Level

Conjure Minor Elementals*
Control Water
Fire Shield
Ice Storm
Stone Shape
Stone Skin
Wall of Fire

5th Level

Cone of Cold
Conjure Elemental*
Flame Strike
Wall of Stone

6th Level

Move Earth
Otiluke's Freezing Sphere
Wall of Ice
Wind Walk

7th Level

Delayed Blast Fireball
Fire Storm
Prismatic Spray

8th Level

Control Weather
Earthquake
Tsunami

9th Level

Meteor Swarm
Prismatic Wall

Notes

* When casting this spell, you don't need any material component.




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