Elemental Patron (5e Subclass)

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Elemental Patron[edit]

You were unfortunate enough to land yourself in one of the many outer planes. You were lucky enough, however, to have found a "kindly" elemental or similar being to protect you on your way back home. It seems, however, that this elemental has invested some power in you, whether or not you asked for it...

Elemental Patron Expanded Spell List
Spell Level Spells
1st chromatic orb, detect magic
2nd alter self, enlarge/reduce
3rd elemental weapon, protection from energy
4th conjure minor elementals, death ward
5th conjure elementals, planar binding
Planar Infusion

When you select this patron at 1st level, you are branded with primordial magic. Select an element: Air, Earth, Fire, or Water. You gain the following benefits based on your choice.

-Air: You learn the spell Thunderwave, not counting against your known spells. Additionally, you may reduce all thunder damage you take by a value equal to proficiency bonus.

-Earth: You learn the spell Shield of Faith, not counting against your known spells. Additionally, you may reduce all bludgeoning damage you take by a value equal to your proficiency bonus.

-Fire: You learn the spell Burning Hands, not counting against your known spells. Additionally, you may reduce all fire damage you take by a value equal to your proficiency bonus.

-Water: You learn the spell Create or Destroy Water, not counting against your known spells. Additionally, you may reduce all cold damage you take by a value equal to your proficiency bonus.

Additionally, regardless of your choice, you learn to speak, read, and write in primordial.

Elemental Form

When you reach 6th level, you gain the following benefit based on your 1st level decision.

-Air: You gain advantage on all ability checks made to resist grapples and you are unaffected by nonmagical difficult terrain.

-Earth: You gain advantage on all ability checks and saving throws to resist being knocked prone, and if an effect would force you to move, you may reduce the distance you are moved by up to 10 feet as a reaction.

-Fire: You are immune to the effects of extreme temperatures from -30 degrees Fahrenheit to 120 degrees Fahrenheit.

-Water: You gain a swim speed equal to your walk speed and can breath underwater.

Ascendant Form

When you reach 10th level, you gain the following benefit based on your 1st level decision.

-Air: You gain a fly speed equal to your walk speed, but you lose the ability of flight at the end of your turn and regain that ability at the beginning of your next turn. If you end your turn mid-air, you will descend 60 feet per turn and take any fall damage associated with the fall.

-Earth: You gain the ability to meld into stone, moving through stone structures as if they were difficult terrain. If you end your turn inside of an object, you take 3d6 magical bludgeoning damage as you are forced into the nearest unoccupied space.

-Fire: Your body becomes a magical font of power. When you are struck with a melee attack, your attacker takes fire damage equal to your Charisma modifier. Additionally, you may now apply twice your proficiency bonus to Charisma (Intimidation) checks.

-Water: Your movements are fluid and elegant. Attacks of opportunity are made at disadvantage against you and you gain proficiency with Dexterity saving throws.

Arcane Reform

When you reach 14th level, you gain the ability to use your action to transform into an elemental of the associated type to your element of choice. (1st level choice) While in this form, you retain class features, your Charisma, Intelligence, and Wisdom scores and feat benefits while in this form. Your elemental transformation lasts for 10 minutes and you may retain this form for 10 minutes at a time. You may use this feature once before requiring a long or short rest to do so again.



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