Elementrician (3.5e Class)

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Elementricians are masters of using the kinetic energy of their bodily movements to force a change in momentum and composition in a target substance - this practice is called elementrics. They must choose one of the four classic elements: Fire Earth, Air or Water. Higher-level elementricians are able to adapt their skills to manipulate a wider range of substances: water elementricians can control ice, for example, and fire extends to lightning and even light itself, and air elementrics encompasses control of smoke and sound.

In order to control thier chosen element, elementricians must learn a series of movements called a Kata. This learning process takes place through a structured path, called a Tradition. There are eight main Traditions, which any fledgling elementrician may join, while other Traditions are more selective. Each of the main Traditions is based around a school of martial arts or dance.

Making an elementrician[edit]

Each of the four elements has a basic Tradition that is heavily focused on attack and damage, as well as other Traditions that are more focused on the practical and magical effects possible with elementrics. Water elementricians can even heal, so elementrics can fill all of the major roles in an adventuring party.

Abilities: Constitution determines an elementrician's Endurance, which is his ability to continually use elementrics; it is also the basis for elementric saving throws, making it the most important Ability. Each elementrician should also take an appropriate Performance Skill for their chosen Tradition (typically a field of martial arts or dance).

Races: Any race capable of fluid movement is able to learn elementrics. For instance, not many Elves become Fire Elementricians, and not may Dwarves become Air Elementricians. But anything can happen.

Alignment: Any.

Starting Gold: 1d10×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Complex.

Table: The Elementrician

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 New Kata
2nd +1 +0 +3 +3 New Kata
3rd +2 +1 +3 +3 New Kata
4th +3 +1 +4 +4 New Kata
5th +3 +1 +4 +4 New Kata
6th +4 +2 +5 +5 New Kata
7th +5 +2 +5 +5 New Kata
8th +6/+1 +2 +6 +6 New Kata
9th +6/+1 +3 +6 +6 New Kata
10th +7/+2 +3 +7 +7 New Kata
11th +8/+3 +3 +7 +7 New Kata
12th +9/+4 +4 +8 +8 New Kata
13th +9/+4 +4 +8 +8 New Kata
14th +10/+5 +4 +9 +9 New Kata
15th +11/+6/+1 +5 +9 +9 New Kata
16th +12/+7/+2 +5 +10 +10 New Kata
17th +12/+7/+2 +5 +10 +10 New Kata
18th +13/+8/+3 +6 +11 +11 New Kata
19th +14/+9/+4 +6 +11 +11 New Kata
20th +15/+10/+5 +6 +12 +12 New Kata

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All elementrician powers come through their chosen field. All of the following are class features of the elementrician.

Weapon and Armor Proficiency: Because it restricts their movement, elementricians can not wear any kind of armor; even magical armor that does not hinder movement is frowned upon, though not totally banned. Elementricians begin play proficient in Simple Weapons but nothing else.

New Kata: Every level, you may choose a new Kata in a Tradition you already have, or take the first Kata in a new Tradition. You must either spend one month with a teacher or six months learning each new Kata on your own.

Epic Elementrician[edit]

Table: The Epic Elementrician

Hit Die: d6

Level Special
21st New Kata
22nd New Kata
23rd New Kata
24th New Kata
25th New Kata
26th New Kata
27th New Kata
28th New Kata
29th New Kata
30th New Kata

4 + Int modifier skill points per level.

Elementrics: Elementricians do not gain any additional powers beyond learning new Katas.

Campaign Information[edit]

Playing a Elementrician[edit]

Religion: Religion varies amongst Elementricians. The life of a Elementrician does not need the justification of a god, but some Elementricians still follow racial deities. Some Elementricians chose to follow nature deities.

Other Classes: All Elementricians get along great with wizards, monks, and druids, because, like themselves, are largely self disciplined.

Combat: An Elementrician is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Elementrician's attack bonus allows him to survive in combat, but he should not be without support.

Advancement: An Elementrician tends to stay a Elementrician, but Elementricians taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Elementrician/cleric is a fearsome opponent.

Elementricians in the World[edit]

Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.
—Kali Blackheart, Human Fire Elementrician

Daily Life: The life of a Elementrician is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Elementricians are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.

Notables: The most notable Elementrician is Elith "Blaze" Kain, a Fire Elementrician who once took out an entire orc raiding force by causing the very ground they stood on to melt.

Organizations: All four types of Elementricians have schools where that specific type of Elementrics (3.5e magic system) is taught. These tend to be small though, as Elementricians are not a plentiful people.

NPC Reactions: Elementricians are treated just like a wizard would be, respected, but also a little feared.

Elementrician Lore[edit]

Characters with ranks in Knowledge (the planes) can research Elementricians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 An Elementrician is an unarmed guy who seems to be very nature conscious.
10 An Elementrician is an unarmed who specializes in the elements.
15 An Elementrician is a well trained combatant who specializes in using the elements in combat against his foes.
20 An Elementrician can shoot fire, ice, rocks, or even lightning out of their hands.

Elementricians in the Game[edit]

While most just want to get by and practice their art, some have more exciting ends in mind. An Elementrician can be a help in the case of a Water Elementrician, aiding a fishing village for instance, or a hindrance in the case of a Fire Elementrician burning down a Druid enclave. Just play with it, and be creative.

Sample Encounter: Kali Blackheart

EL 9: Kali is a Fire Elementrician who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.

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