Elementalist (Planomancer) (5e Class)

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Elementalist (Planomancer)[edit]

A dwarf runs at the goblins massed in front of her, only to stop, mutter words of power and throw a stone at them. She watches the goblins be slammed into the air by the massive pillars her spell has summoned. A bald human walks into a room filled with black-clad warriors. Before they can react, His hands erupt in flames, and screams abound from the room. A white-cloaked elf opens his eyes after meditating. He then flies into the air, his cloak rippling, and his skin morphs into a cloudlike substance. Elementalists are versatile spellcasters that focus on the four elements: Fire, Air, Water and Earth, to deliver powerful magic.

Created by the Plane[edit]

No matter what, your character has been granted power by the elemental plane. They are many possibilities how your character has been granted that power, however. He could have lived with a wandering group of galeb duhr or have been

Masters of the Elements[edit]

Creating an Elementalist[edit]

When creating an elementalist planomancer, you want to think about your connection to the elemental plane. Are you an elemental evil cultist, or were you blessed by a genie at birth? Were you born during an earthquake, the largest storm your land has ever experienced, a volcanic eruption or even underwater? Did you travel to the elemental plane and study a particular element, or was your investment more like a sorcerer's, random and spontaneous? Were you raised by aarakocra on the material plane? Did you fall into the Underdark and come across a cave of diamonds that gave you the powers of earth? Did you get carried away in a tornado that was really a travelling group of air elementals? Were you lit on fire, until you realized that it invigorated you, and didn't burn you? Think about the way you came into contact with the elemental plane. Is there a way you connect to it while adventuring? Answering questions like this give your character the sense of elemental affinity that they need.

Quick Build

You can make an elementalist planomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by an ability score that you think reflects the aspects of your chosen element. Second, choose the acolyte or sage background. Spell choices are elaborated on in the elemental specialty section.

Class Features

As a Elementalist (Planomancer) you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: simple, scimitar, trident, war pick, longbow
Tools: none
Saving Throws: Charisma, Constitution
Skills: Choose two from acrobatics, arcana, deception, perception, persuasion and religion

Equipment

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

  • (a) two daggers or (b) any simple weapon
  • (a) an arcane focus or (b) any martial weapon you are proficient in
  • (a) leather armor, a component pouch and an explorer's pack. or (b) {{{item3b}}}

Table: The Elementalist (Planomancer)

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2
2nd +2 <!-Class Feature2-> 3
3rd +2 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 3 3 3 3 2 2 1 1

Elemental Specialty[edit]

At 1st level, you choose an elemental specialty. This choice grants you features at 1st level, an then again at 5th, 9th, 14th and 20th level.

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

Specialty of Air[edit]

Specialty Spells

Your primordial connection to the elemental plane or air gives you the ability to cast certain spells. At 1st, 3rd, 5th, 7th, and 9th level you gain access to air spells.

Once you gain access to a specialty spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the elementalist spell list, the spell is nonetheless an elementalist spell for you.

Air Specialty Spells
1st catapult, fog cloud
2nd dust devil, gust of wind
3rd gaseous form, wind wall
4th freedom of movement, storm sphere
5th control winds, hold monster
Air Affinity

When you choose this specialty at 1st level, you become thin, light, and gain a few air abilities. Your weight is equal to two thirds of the weight rolled on the race height and weight table. When you long jump, you jump a number of feet equal to one third of your speed plus your Dexterity modifier. When you high jump, you jump a number of feet equal to your Dexterity modifier times two.

Elemental Combat>

<!-Class feature game rule information->

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<!-Class feature game rule information->

Avatar of Air

Starting at 20th level, you are considered permanently under the effects of the investiture of wind spell.

Specialty of Earth[edit]

Specialty Spells

Your primordial connection to the elemental plane of earth gives you the ability to cast certain spells. At 1st, 3rd, 5th, 7th, and 9th level you gain access to earth spells.

Once you gain access to a specialty spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the elementalist spell list, the spell is nonetheless an elementalist spell for you.

Earth Specialty Spells
1st earth tremor, entangle
2nd earthbind, maxamilian's earthen grasp
3rd erupting earth, meld into stone
4th stone shape, stoneskin
5th transmute rock, wall of stone
Avatar of Earth

At 20th level, the elemental plane of earth bestows upon you their greatest honor. You are considered permanently under the effects of the investiture of stone spell.

Specialty of Fire[edit]

Arriving on the Plane of Fire was like stepping into the flaming maw of an ancient red dragon; if one didn't have protection or immunity from temperatures high enough to melt stone then death was swift. Unlike the other three elemental planes, the Plane of Fire had normal gravity and a landscape, although most of the "ground" was made primarily of loosely packed elemental fire and felt like walking in a swamp of hot coals.The dangers of the plane could not be overstated, but those that survived the trip saw wonders and beauty at nearly every turn. Flame colors spanned the rainbow, from the vermilion of a forge hearth to the yellow-white of heated iron, from the blues and greens of alchemical reactions to the familiar candle-flame yellows and oranges. Elementalists that specialize in this are passionate, sometimes crazy pyromaniacs that can incinerate their enemies at will.

Choose the

Specialty Spells

<!-;Specialty Spells Your primordial connection to the elemental plane of fire gives you the ability to cast certain spells. At 1st, 3rd, 5th, 7th, and 9th level you gain access to fire spells.

Once you gain access to a specialty spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the elementalist spell list, the spell is nonetheless an elementalist spell for you.

Fire Specialty Spells
1st burning hands, hellish rebuke
2nd agannazor's schorcher, flaming sphere
3rd fireball, flame arrows
4th fire shield, wall of fire
5th flame strike, immolation

->

<!-Class Feature->

<!-Class feature game rule information->

Avatar of Fire

At 20th level, the elemental plane of fire bestows upon you its greatest honor. You are considered permanently under the effects of the investiture of flame spell.

Specialty of Water[edit]

Specialty Spells

Your primordial connection to the elemental plane or water gives you the ability to cast certain spells. At 1st, 3rd, 5th, 7th, and 9th level you gain access to water spells.

Once you gain access to a specialty spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the elementalist spell list, the spell is nonetheless an elementalist spell for you.

Water Specialty Spells
1st armor of agathys, create or destroy water
2nd alter self, misty step
3rd wall of water, tidal wave
4th control water, watery sphere
5th cone of cold, maelstrom
Avatar of Water

At 20th level, the elemental plane of water bestows upon you its greatest honor. You are considered permanently under the effects of the investiture of ice spell, except that the freezing wind deals bludgeoning damage and is a blast of water.

Elementalist Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your elemental specialty.

Cantrips

acid splash, blade ward, control flames, create bonfire, druidcraft, fire bolt, gust, light, magic stone, mold earth, produce flame, shape water, thunderclap

1st Level

absorb elements, armor of agathys, burning hands, catapult, chromatic orb, create or destroy water, earth tremor, feather fall, fog cloud, hellish rebuke, jump, purify food and drink, thunderwave

2nd Level

aganazzor's scorcher, alter self, barkskin, continual flame, dust devil, earthbind, flame blade, flaming sphere, gust of wind, heat metal, levitate, maximilian's earthen grasp, misty step, pyrotechnics, scorching ray, skywrite, spike growth, warding wind

3rd Level

create food and water, elemental weapon, erupting earth, fireball, flame arrows, gaseous form, meld into stone, melf's minute meteors, protection from energy, stinking cloud, tidal wave, wall of water, water breathing, water walk, wind wall

4th Level

conjure minor elementals, control water, elemental bane, fire shield, freedom of movement, stone shape stoneskin, storm shpere, wall of fire, watery sphere

5th Level

cone of cold, conjure elemental, control winds, flame strike, hold monster, immolation, maelstrom, transmute rock, wall of stone

6th Level

bones of the earth, flesh to stone, investiture of flame, investiture of ice, investiture of stone, investiture of wind, move earth, wall of ice, wind wall

7th Level

delayed blast fireball, fire storm, plane shift, reverse gravity, whirlwind

8th Level

abi-dalzim's horrid wilting, control weather, earthquake, incendiary cloud, tsunami

9th Level

gate, meteor swarm, storm of vengeance, wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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