Elementalist (5e Class)

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Elementalist[edit]

A beautiful elf dances through the wind, her long white hair flowing about her. Taunting her foe as she dodges around him, none of his attacks can connect as she jumps over him, seemingly weightless and blows him to the ground with a powerful gust of air. A powerful dwarf takes a deep breath as the loose dirt around him begins to swirl, the other Dwarves stand back from the force they know will soon be released. With a punch forward, muscles quivering, the dead end under the mountain becomes a vast open space, plenty of room to keep mining. An angry Tiefling fighting against a mighty beast stills herself as the beast pulls back to prepare some devastating attack. Her eyes becoming flame as she focuses on her prey, releasing a blast of intense flame from her chest, the beast turned to ash as she passes out on the ground. A kind human travels to various lands, feeding and nourishing the people and the crops. Calling forth water, seemingly from nowhere, causing rains during drought and bringing smiles to children's faces with dancing water figures.

Elemental Connections[edit]

An Elementalist is extremely rare in the world, their form of magic is entirely unique to them and unlearn-able to even the most astute wizard. Elementalists are all decedents of a select few individuals who in ages past were blessed (or cursed) by powerful Genies, linking them and their decedents to one of the elemental planes. As time has gone on Elementalists have became more and more rare as the magical blood in them has became more and more mixed and muddled. Every once in a while a Genie will grant a wish (or curse) causing another pure-blood Elementalist but due to the rarity of this Elementalists have become tribic in nature, similar to Druids and some Elves. Depending on the type of Genie that blessed them, Elementalists will have a particular connection to one plane, An Efreeti for example will create a fire Elementalist. All of the spells that an Elementalists cast come from within, powered by instinct and primordial fury. Elementalists do not know spells or have a need for a spell book, but overtime an Elementalist learns new ways to use their power.

Tribal Guardians[edit]

Elementalist usually band together near the places where the material realm and the elemental plane, that they are attuned to, are at their thinnest. Pulling power from the natural energy there and guarding it, granting passage or blocking passage as they see fit. Elementalists are usually somewhere between Neutral and Good, sometimes Chaotic but rarely lawful as they follow the laws of the Elements which are usually chaotic themselves. Very few are Evil though some who were cursed with their power may use it for evil. Elementalists find that using their powers is an expression of themselves and each tribe has their own deep heritage, they are guardians to the realms and speakers to and for the Elemental Planes. The most powerful of Elementalists even have sway over the Material and Astral Planes, to an extent.

Creating an Elementalist[edit]

The main detail that you need to think on when making an Elementalist is how did you get your power, were you born into a tribe or were you blessed (or cursed) and wondered into a tribe? Did you forsake joining a tribe and make it on your own, if not what type of heritage did your tribe have? Were they fighters or peace-keepers, how did they meditate, how did they use their powers, how did they train? If you were blessed, how? Did you get a wish or help a Genie, or do you not know how it happened you just woke up with it someday and are now searching for who blessed you? If you were cursed, why did it happen? Did you wrong a Genie, or someone who had a Genie? How did you deal with your curse? Have you taken to your power or do you rage against the elemental storm inside you? You also need to ask yourself why you started adventuring, what caused you to leave your tribe? Are you searching for more gateways, do you want to close them or make more of them? Were you sent out on a pilgrimage of sorts unique to your tribes heritage, if so what does it entail? Did you leave on good or bad terms? If you didn't have a tribe what pushed you to adventure? Are you looking for the person or Genie that blessed you, seeking answers, or are you seeking revenge on the person/Genie that cursed you? And of course you need to know what your ultimate goal is.

Quick Build

You can make an Elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity for air and water, or Constitution for earth and fire. Second, choose the outlander or hermit background. Third, choose your elemental attunement.

Elemental Attunement[edit]

When creating an Elementalist you have to also choose your archetype, your choices are Air, Earth, Fire, and Water. Depending on your choice your play style and class abilities will vary extensively, for instance taking the fire archetype will give you access to only fire magic and you will have a similar play style to a blade-pact warlock, however choosing water will give you access to only water magic and you will play more like an utility healing mage. Each of the 4 attunements are described in detail below.

Elementalist Spell Casting[edit]

Elementalist don't cast spells like normal, they instead bend the elements to their will. Elementalists only know a few cantrips, however those cantrips are very versatile. The "Control" cantrips allow the casting of any spell that would be of the same element of the control type. For instance Control fire can make flames flicker like thaumaturgy as a cantrip, it can also create a fireball after spending 5 spell points and after being at least level 5. This is made so that you have a greater control over your element rather than just being able to do a few tricks. The other cantrip you know is Imbue, this spell allows you to imbue items and sometimes creatures with your powers. A 6th level Water Elementalist could cast something like Shillelagh on a weapon or Barkskin on someone. Between these two spells you should be able to do anything with your elements that you can imagine. Below is a few rules for these powers.

Damage
Spell Level One Target Multiple Targets
1 1d10 2d6
2 2d10 4d6
3 4d10 6d6
4 5d10 7d6
5 7d10 8d6
6 9d10 11d6
7 10d10 12d6
8 12d10 13d6
9 15d10 14d6

When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be too powerful for its level. A long duration or large area can make up for a lesser effect, depending on the spell.

For any spell that deals damage, use the Spell Damage table above to determine approximately how much damage is appropriate given the spell's level. The table assumes the spell deals half damage on a successful saving throw or a missed attack. If your spell doesn't deal damage on a successful save, you can increase the damage by 25 percent. You can use different damage dice than the ones in the table, provided that the average result is about the same. Doing so can add a little variety to the spell. For example, you could change a cantrip's damage from ldlO (average 5.5) to 2d4 (average 5), reducing the maximum damage and making an average result more likely.

You can also use the Spell Damage table to determine how many hit points a healing spell restores. A cantrip shouldn't offer healing.

Additional Capabilities

Air: Air can use abilities to increase movement and the ability to dodge attacks. You may be able to cast something like Cat's Grace.

Earth: Earth is completely focused on defense, spells like shield (but floating earth instead of force). You may be able to cast something like Bear's Endurance.

Fire: Fire is focused on damage, besides light spells that can be used for utility. You may be able to cast something like Bull's Strength.

Water: Water is able to heal and purify, casting spells like Cure Wounds and Purify Food and Drink. You may be able to cast something like Owl's Wisdom.

Air Elemental[edit]

Class Features

As a Air Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Air Elementalist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Air Elementalist level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, scimitars, quarterstaffs
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Insight, Nature, Religion, Survival

Equipment

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

  • (a) a quarterstaff and 2 daggers or (b) a scimitar
  • Flask of Endless Air
  • an explorer's pack

Table: The Air Elementalist

Level Proficiency
Bonus
Features Cantrips Known Spell points Max Spell Level Known
1st +2 Spellcasting, Elemental Attunement 2 2 1
2nd +2 Unarmored Defense 2 6 1
3rd +2 Sound 3 14 2
4th +2 Ability Score Improvement 3 17 2
5th +3 3 27 3
6th +3 Gas 4 32 3
7th +3 4 38 4
8th +3 Ability Score Improvement 4 44 4
9th +4 4 57 5
10th +4 Winds Grace 4 64 5
11th +4 4 73 6
12th +4 Ability Score Improvement 4 73 6
13th +5 4 83 7
14th +5 Light as Air 5 83 7
15th +5 5 94 8
16th +5 Ability Score Improvement 5 94 8
17th +6 Gravity 5 107 9
18th +6 Freedom of the Winds 5 114 9
19th +6 Ability Score Improvement 5 123 9
20th +6 Air Mastery, Breath Control 5 133 9

Spellcasting[edit]

An event in your life or a bloodline heritage has given you a permanent connection to the elemental plane of air, granting you power over its properties. See chapter 10 in the PHB for spellcasting rules and page 288 in the DMG for the spell point variant. (About Spells[1], Casting a Spell[2])

Cantrips

At 1st level you know two cantrips of your choice from the Air Elementalist spell list. You learn additional Air Elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Air Elementalist table.

Spell Points
Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

The Elementalist table above shows how many spell points you have to cast your spells of 1st and higher level. To cast a spell you must expend spell points equal to the spells level as shown in the Spell Points table above. You regain all spell points when you finish a long rest.

Spells Known

Aside from cantrips you instinctually know all spells from the Air Elementalist spell list up to the level of spells known as shown in the max spell level known column of the Air Elementalist table.

Spellcasting Ability

Willpower is your spellcasting ability for your Elementalist spells, since the power of your magic relies on your ability to trust in your instincts and manipulate the elements themselves. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell-save DC~ 8+ your proficiency bonus + your Wisdom modifier Spell-attack modifier~ your proficiency bonus + your Wisdom modifier

Spell Components

Since your casting ability comes from within and from the elements themselves you usually don't need material components, including an arcane focus. The exception to this rule is ritual spells.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Sound[edit]

You have learned some of the properties of air and now have mastery over sound manipulation as well. You gain access to the sound spells shown in the Air Elementalist spell list. Additionally all spells that you cast with the sound sub-type that deal damage, deal an additional 1d6 damage to enemies with keen hearing (advantage on hearing checks).

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.

Gas[edit]

You have learned most of the properties of air and now have mastery over gas manipulation as well. You gain access to the gas spells shown in the Air Elementalist spell list. Additionally all spells that you cast with the gas sub-type that deal damage, deal an additional 1d6 damage to enemies with with keen smell (advantage on smell checks).

Winds Grace[edit]

As long as you move during your turn you gain a +2 bonus to your AC, additionally you may now take a bonus action to disengage.

Light as Air[edit]

You no longer take fall damage and have advantage on aerial acrobatics checks. Additionally you can now fly at half your movement speed but you steadily fall at a speed of 15 feet a round if you stop moving.

Gravity[edit]

You have learned nearly all of the properties of air and now have mastery over gravity manipulation as well. You gain access to the gravity spells shown in the Air Elementalist spell list. Additionally all spells that you cast with the gravity sub-type that deal damage, deal an additional 1d6 damage to large (and larger) and flying enemies as well as removing the flying trait from them until your next round.

Freedom of the Winds[edit]

You can no longer have your movement impaired unless you choose to, difficult terrain, slow, prone, restrained, etc. no longer reduce or hamper your movement speed. Additionally you no longer provoke attacks of opportunity.

Air Mastery[edit]

Winds Grace now grants an additional +1 to AC and your movement speed is increased by 30 feet. You now have immunity to air based damage.

Breath Control[edit]

You gain the ability Breath Control. Once per day you can spend 23 spell points to cast Control Breath on any single creature within 30 feet that needs air to breathe, or is made of air. The creature must make both a Constitution and a Wisdom Saving throw, if they fail both they become your puppet, you can kill them regardless of their hp or enthrall them to you for as long as you maintain concentration. If they fail Constitution but succeed on the Wisdom saving throw they take 15d10 points of suffocation damage. If they fail Wisdom but succeed on the Constitution saving throw they fall under the Geas spell effect.

Air Elementalist Spell List[edit]

You know all of the spells on the basic Air Elementalist spell list and additional spells based on your class level.

Cantrip at level 1

Control Wind

Imbue

Cantrip at level 3

Control Sound

Cantrip at level 6

Control Gas

Cantrip at level 17

Control Gravity


Earth Elemental[edit]

Class Features

As a Earth Elementalist you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Warhammers, mauls, light hammers, clubs , quarterstaffs
Tools: Mason's Tools
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Arcana, Insight, Nature, Religion, Survival

Equipment

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

  • (a) a quarterstaff or (b) a club
  • Flask of Endless Dirt
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a warhammer or (b) 2 light hammers

Table: The Earth Elementalist

Level Proficiency
Bonus
Features Cantrips Known Spell points Max Spell Level Known
1st +2 Spellcasting, Elemental Attunement 2 4 1
2nd +2 Unarmored Defense, Blunt Weapons Master 2 6 1
3rd +2 Sand 3 14 2
4th +2 Ability Score Improvement 3 17 2
5th +3 3 27 3
6th +3 Earthen Fortitude 4 32 3
7th +3 4 38 4
8th +3 Ability Score Improvement 4 44 4
9th +4 4 57 5
10th +4 Crystal 4 64 5
11th +4 4 73 6
12th +4 Ability Score Improvement 4 73 6
13th +5 4 83 7
14th +5 Earthen Connection 5 83 7
15th +5 5 94 8
16th +5 Ability Score Improvement 5 94 8
17th +6 Metal 5 107 9
18th +6 Stone Body 5 114 9
19th +6 Ability Score Improvement 5 123 9
20th +6 Earth Mastery 5 133 9

Spellcasting[edit]

An event in your life or a bloodline heritage has given you a permanent connection to the elemental plane of earth, granting you power over its properties. See chapter 10 in the PHB for spellcasting rules and page 288 in the DMG for the spell point variant. (About Spells[3], Casting a Spell[4])

Cantrips

At 1st level you know two cantrips of your choice from the Earth Elementalist spell list. You learn additional Earth Elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Earth Elementalist table.

Spell Points
Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

The Elementalist table above shows how many spell points you have to cast your spells of 1st and higher level. To cast a spell you must expend spell points equal to the spells level as shown in the Spell Points table above. You regain all spell points when you finish a long rest.

Spells Known

Aside from cantrips you instinctually know all spells from the Earth Elementalist spell list up to the level of spells known as shown in the max spell level known column of the Earth Elementalist table.

Spellcasting Ability

Willpower is your spellcasting ability for your Elementalist spells, since the power of your magic relies on your ability to trust in your instincts and manipulate the elements themselves. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell-save DC~ 8+ your proficiency bonus + your Wisdom modifier Spell-attack modifier~ your proficiency bonus + your Wisdom modifier

Spell Components

Since your casting ability comes from within and from the elements themselves you usually don't need material components, including an arcane focus. The exception to this rule is ritual spells.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Blunt Weapons Master[edit]

Beginning at 2nd level, you gain proficiency with all weapons with the bludgeoning damage type, additionally you can cast any spell from your Earth Elementalist spell list through a bludgeoning weapon, for example, wielding two light hammers or a two-handed maul would not prevent you from casting earth spells.

Sand[edit]

You have learned some of the properties of earth and now have mastery over sand manipulation as well. You gain access to the sand spells shown in the Earth Elementalist spell list. Additionally all spells that you cast with the sand sub-type that deal damage, deal an additional 1d6 damage to enemies without blindsight.

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.

Earthen Fortitude[edit]

You increase your hp maximum by 6 immediately and every time you gain an Earth Elementalist level thereafter you gain an additional +1 hp to your maximum.

Crystal[edit]

You have learned most of the properties of earth and now have mastery over crystal manipulation as well. You gain access to the crystal spells shown in the Earth Elementalist spell list. Additionally all spells that you cast with the crystal sub-type that deal damage, deal an additional 1d6 damage to enemies with natural armor.

Earthen Connection[edit]

While barefoot and standing on the ground you gain a tremorsense out to 120 feet.

Metal[edit]

You have learned nearly all of the properties of earth and now have mastery over metal manipulation as well. You gain access to the metal spells shown in the Earth Elementalist spell list. Additionally all spells that you cast with the metal sub-type that deal damage, deal an additional 1d6 damage to creatures in metal armor or made of metal.

Stone Body[edit]

You gain permanent resistance to all non-magical damage.

Earth Mastery[edit]

You gain a burrow speed of 30 feet and Stone Body now also grants an additional +2 AC as natural armor. You now have immunity to earth based damage.

Earth Elementalist Spell List[edit]

You know all of the spells on the basic Earth Elementalist spell list and additional spells based on your class level.

Cantrip at level 1

Control Earth

Imbue

Cantrip at level 3

Control Sand

Cantrip at level 10

Control Crystal

Cantrip at level 17

Control Metal

Fire Elemental[edit]

Class Features

As a Fire Elementalist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Javelins, longswords, shortswords, glaives, greatswords
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Arcana, Insight, Nature, Religion, Survival

Equipment

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

  • (a) a greatsword or (b) 2 shortswords
  • Flask of Endless Flame
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a longsword or (b) 3 javelins

Table: The Fire Elementalist

Level Proficiency
Bonus
Features Cantrips Known Spell points Max Spell Level Known
1st +2 Spellcasting, Elemental Attunement 2 4 1
2nd +2 Fire Body 2 6 1
3rd +2 Lightning 3 14 2
4th +2 Ability Score Improvement 3 17 2
5th +3 3 27 3
6th +3 Flame Blade 4 32 3
7th +3 4 38 4
8th +3 Ability Score Improvement 4 44 4
9th +4 4 57 5
10th +4 Lava 4 64 5
11th +4 4 73 6
12th +4 Ability Score Improvement 4 73 6
13th +5 4 83 7
14th +5 Flame Rage 5 83 7
15th +5 5 94 8
16th +5 Ability Score Improvement 5 94 8
17th +6 Light 5 107 9
18th +6 Aspect of Flame 5 114 9
19th +6 Ability Score Improvement 5 123 9
20th +6 Fire Mastery, Heat Absorption 5 133 9

Spellcasting[edit]

An event in your life or a bloodline heritage has given you a permanent connection to the elemental plane of fire, granting you power over its properties. See chapter 10 in the PHB for spellcasting rules and page 288 in the DMG for the spell point variant. (About Spells[5], Casting a Spell[6])

Cantrips

At 1st level you know two cantrips of your choice from the Fire Elementalist spell list. You learn additional Fire Elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fire Elementalist table.

Spell Points
Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

The Elementalist table above shows how many spell points you have to cast your spells of 1st and higher level. To cast a spell you must expend spell points equal to the spells level as shown in the Spell Points table above. You regain all spell points when you finish a long rest.

Spells Known

Aside from cantrips you instinctually know all spells from the Fire Elementalist spell list up to the level of spells known as shown in the max spell level known column of the Fire Elementalist table.

Spellcasting Ability

Willpower is your spellcasting ability for your Elementalist spells, since the power of your magic relies on your ability to trust in your instincts and manipulate the elements themselves. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell-save DC~ 8+ your proficiency bonus + your Wisdom modifier Spell-attack modifier~ your proficiency bonus + your Wisdom modifier

Spell Components

Since your casting ability comes from within and from the elements themselves you usually don't need material components, including an arcane focus. The exception to this rule is ritual spells.

Fire Body[edit]

Beginning at 2nd level, you can add your wisdom modifier to your AC.

Lightning[edit]

You have learned some of the properties of fire and now have mastery over lightning manipulation as well. You gain access to the lightning spells shown in the Fire Elementalist spell list. Additionally all spells that you cast with the lightning sub-type that deal damage, deal an additional 1d6 damage to enemies that are wearing or holding metal or in water.

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.

Flame Blade[edit]

You can now cast your spells as a bonus action when you land a melee attack, additionally you can coat your weapon in fire as a bonus action adding 2d6 fire damage to your attacks. This effect last for 1 minute and you can do it a number of times equal to a third of your Fire Elementalist level, rounded down, per day. (2 times at level 6-8, 3 times at level 9-11, 4 times at level 12-14, 5 times at level 15-17, and 6 times at level 18-20)

Lava[edit]

You have learned most of the properties of fire and now have mastery over lava manipulation as well. You gain access to the lava spells shown in the Fire Elementalist spell list. Additionally all spells that you cast with the lava sub-type that deal damage, deal an additional 1d6 damage to enemies without natural armor.

Flame Rage[edit]

If you drop to O hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed. you drop to 1 hit point instead. Each time you use this feature after the first. the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Light[edit]

You have learned nearly all of the properties of fire and now have mastery over light manipulation as well. You gain access to the light spells shown in the Fire Elementalist spell list. Additionally all spells that you cast with the light sub-type that deal damage, deal an additional 1d6 damage to creatures without blindsight.

Aspect of Flame[edit]

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Additionally every time an enemy touches you or makes a melee attack against you they take 1d8 fire damage.

Fire Mastery[edit]

You are now immune to critical hits and fire based damage.

Heat Absorption[edit]

You gain the ability Heat Absorption. Once per day you can spend 23 spell points to cast Heat Absorption on any single creature within 30 feet that has some form of blood, or is made of fire. The creature must make both a Constitution and a Wisdom Saving throw, if they fail both they die and freeze over. If they fail Constitution but succeed on the Wisdom saving throw they take 15d10 points of ice damage. If they fail Wisdom but succeed on the Constitution saving throw they fall unconscious as their mind believes them to be frozen.

Fire Elementalist Spell List[edit]

You know all of the spells on the basic Fire Elementalist spell list and additional spells based on your class level.

Cantrip at level 1

Control Fire

Imbue

Cantrip at level 3

Control Lightning

Cantrip at level 10

Control Lava

Cantrip at level 17

Control Light

Water Elemental[edit]

Class Features

As a Water Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Water Elementalist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Water Elementalist level after 1st

Proficiencies

Armor: None
Weapons: Daggers, rapiers, shortswords, whips, quarterstaffs
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Insight, Nature, Religion, Survival

Equipment

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

  • (a) a quarterstaff and 2 daggers or (b) a rapier
  • Flask of Endless Water
  • an explorer's pack
  • (a) a shortsword or (b) a whip

Table: The Water Elementalist

Level Proficiency
Bonus
Features Cantrips Known Spell points Max Spell Level Known
1st +2 Spellcasting, Elemental Attunement 2 4 1
2nd +2 Unarmored Defense 2 6 1
3rd +2 Ice 3 14 2
4th +2 Ability Score Improvement 3 17 2
5th +3 3 27 3
6th +3 Plant 4 32 3
7th +3 4 38 4
8th +3 Ability Score Improvement 4 44 4
9th +4 4 57 5
10th +4 Fluidity 4 64 5
11th +4 4 73 6
12th +4 Ability Score Improvement 4 73 6
13th +5 4 83 7
14th +5 Acid 5 83 7
15th +5 5 94 8
16th +5 Ability Score Improvement 5 94 8
17th +6 Nourishment 5 107 9
18th +6 Reservoir 5 114 9
19th +6 Ability Score Improvement 5 123 9
20th +6 Water Mastery, Blood Control 5 133 9

Spellcasting[edit]

An event in your life or a bloodline heritage has given you a permanent connection to the elemental plane of Water, granting you power over its properties. See chapter 10 in the PHB for spellcasting rules and page 288 in the DMG for the spell point variant. (About Spells[7], Casting a Spell[8])

Cantrips

At 1st level you know two cantrips of your choice from the Water Elementalist spell list. You learn additional Water Elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Water Elementalist table.

Spell Points
Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

The Elementalist table above shows how many spell points you have to cast your spells of 1st and higher level. To cast a spell you must expend spell points equal to the spells level as shown in the Spell Points table above. You regain all spell points when you finish a long rest.

Spells Known

Aside from cantrips you instinctually know all spells from the Water Elementalist spell list up to the level of spells known as shown in the max spell level known column of the Water Elementalist table.

Spellcasting Ability

Willpower is your spellcasting ability for your Elementalist spells, since the power of your magic relies on your ability to trust in your instincts and manipulate the elements themselves. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell-save DC~ 8+ your proficiency bonus + your Wisdom modifier Spell-attack modifier~ your proficiency bonus + your Wisdom modifier

Spell Components

Since your casting ability comes from within and from the elements themselves you usually don't need material components, including an arcane focus. The exception to this rule is ritual spells.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Ice[edit]

You have learned some of the properties of water and now have mastery over ice manipulation as well. You gain access to the ice spells shown in the Water Elementalist spell list. Additionally all spells that you cast with the ice sub-type that deal damage, deal an additional 1d6 damage to humanoids.

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.

Plant[edit]

You have learned most of the properties of water and now have mastery over plant manipulation as well. You gain access to the plant spells shown in the Water Elementalist spell list. Additionally all spells that you cast with the plant sub-type that deal damage, deal an additional 1d6 damage to animal based creatures.

Fluidity[edit]

While you are aware of the presence of enemies you gain +2 to AC. Additionally you may move through any spaces, including occupied spaces, at your full movement speed, you do not provoke attacks of opportunity and you can not end your turn in the same zone as another creature.

Acid[edit]

You have learned nearly all of the properties of water and now have mastery over acid manipulation as well. You gain access to the acid spells shown in the Water Elementalist spell list. Additionally all spells that you cast with the acid sub-type that deal damage, deal an additional 1d6 damage to constructs and undead.

Nourishment[edit]

When not in combat and near a source of natural water all your healing spells heal twice as much and at their maximum value. For instance if you would normally heal 1d4+4 you will heal 16 hp when under the effects of Nourishment.

Reservoir[edit]

As a bonus action you can spend hit dice as if taking a short rest, you do not gain the benefits of a short rest.

Water Mastery[edit]

You can now sink into the ground, becoming untargetable as your full movement action, additionally you gain a swim speed equal to your normal speed and can breathe underwater. You now have immunity to water based damage.

Blood Control[edit]

You gain the ability Blood Control. Once per day you can spend 23 spell points to cast Control Blood on any single creature within 30 feet that has some form of internal fluid, or is made of water. The creature must make both a Constitution and a Wisdom Saving throw, if they fail both they become your puppet, you can kill them regardless of their hp or enthrall them to you for as long as you maintain concentration. If they fail Constitution but succeed on the Wisdom saving throw they take 15d10 points of necrotic damage. If they fail Wisdom but succeed on the Constitution saving throw they fall under the Geas spell effect.

Water Elementalist Spell List[edit]

You know all of the spells on the basic Water Elementalist spell list and additional spells based on your class level.

Cantrip at level 1

Control Water

Imbue

Cantrip at level 3

Control Ice

Cantrip at level 6

Control Plant

Cantrip at level 14

Control Acid

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Elementalist class, you must meet these prerequisites: Wisdom of at least 13 and be granted Elementalist powers from a Genie.

DM Notes[edit]

Elementalists trade power for versatility. Fire Elementalists play like a harder to hit warlock but they only deal fire damage, Water Elementalists play like a battle cleric but without divine spells, Earth Elementalists play like a tanky fighter but with less attacks and damage, Air Elementalists play like a finesse fighter with a lot less health and damage but more survivability and utility. Elementalists were made to be mages that are perfectly comfortable in melee combat, based (of course) on the "benders" from Nickelodeons Avatar series. Because of the nature of "bending" the elements it can sometimes be difficult to decide exactly how a spell takes effect. If your players want to do something unique with their element it is up to you to decide how it plays out, as always you should let your players do anything that increases flair but it is up to you to decide if any effects deal damage and if so how much. For instance if a Fire Elementalist is in the realm of fire and he wants to just bend some of the flames out of the way of the parties pet bear, then go ahead, but if wants to bend the flames into an attack he will need to spend spell points and cast a spell above level 0 for any type of real damage. Depending on the type of campaign that you are running Elementalists can either be too weak or too strong, feel free to adjust the rules as you see fit in order to balance the class to your campaign. Remember players may want to make an over powered character but the game quickly becomes boring if they become too strong so it is up to you to balance abilities.

Testing[edit]

This is as of now an untested concept, I needed an elemental plane guardian type class for a campaign and wanted it based off of the Avatar's benders. If you play with this class concept and notice ways in which it is overpowered or underpowered please note it below and any suggestions you have for the class.

Suggestions[edit]

There is a Talk page for every articles that can be used for suggestions and comments. As I have left on the Talk page:

I suggest using one table, instead of four, and seperating features in subclasses (or archetypes, I prefer this word personally). From what I see, there is no reason for having four tables, since most of the basic table is pretty much the same, similar to wizard but using spell point system instead of slots.

I did a quick edit for reference - you can find it at the history tab above. My point is: Should the Elementalist class have four tables, with different Hit Dice size and proficiencies and all sort of things? It's all too confusing, and the basic is just the same, it's a waste of scrolling pages. You might want to check how bards and clerics did with the College of Valor and War Domain for brawling spellcaster features. --WeirdoWhoever (talk) 04:16, 4 April 2017 (UTC)


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