Elementalist - new class

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Homebrew Class: The Elementalist

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Elementalist: class details

An Elementalist is a being that has become harnessed to a wounded elemental, granting them powers of the primoridial forces of the world, though at a great risk to their own bodies. As they grow in power, they become something quite other than who they were, as they drift away from the material plane and into a very different realm of experience and existence. The futher along and elementalist is in their journey to understand themselves the stranger and more eccentric they can come across, but if you need someone to wield the world itself as a weapon with a natural talent that even sorcerers envy, there are few better allies.

Creating an Elementalist

When creating an elementalist character, think about how they gained their unique soul. Was it the result of years of research, or were they experimented on? Are their powers the result of an accident? What is their relationship to the elemental inside them? Talk to your DM about the role played by elementalists in the campaign.

The being bound to an elemental's soul is at the heart of what it means to be an elementalist, and it is a good idea to think about how your character feels about this binding: are they excited about their new powers or aprehensive? Have they embraced their new self, or do they seek a cure?

The Elementalist Table
Level Proficiency Bonus Soul Point Limit Free Soul Points Features Cantrips Known Highest Spell Level Available
1st +2 0 0 Soulbound 3 C
2nd +2 1 0 Arcane Channel 3 1
3rd +2 1 0 Soulbound Feature 3 1
4th +2 2 0 Ability Score Improvement 3 2
5th +3 2 1 Elemental Embodiment 4 2
6th +3 3 1 Soulbound Feature 4 3
7th +3 3 1 Express Essence 4 3
8th +3 4 1 Ability Score Improvement 4 4
9th +4 4 2 Unfettered Manifestation 5 4
10th +4 5 2 Soulbound Feature 5 5
11th +4 5 2 Summon Elemental 5 5
12th +4 6 2 Ability Score Improvement 5 6
13th +5 6 3 Soulbound Feature 6 6
14th +5 7 3 Harmonic Self / Lasting Dominance 6 7
15th +5 7 3 True Incarnation 6 7
16th +5 8 3 Ability Score Improvement 6 8
17th +6 8 4 Soulbound Feature 7 8
18th +6 9 4 Living Gate 7 9
19th +6 9 4 Ability Score Improvement 7 9
20th +6 10 4 Primordiosis 7 9

Class Features

As an elementalist, you gain the following class features:

Hit Points

Hit Dice:
Air and Fire: 1d8 per elementalist level
Earth and Water: 1d10 per elementalist level
Hit Points at 1st Level:
Air and Fire: 8 + your Constitution modifier
Earth and Water: 10 + your Constitution modifier
Hit Points at Higher Levels:
Air and Fire: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st
Earth and Water: 1d10 (or 6) + your Constitution modifier per elementalist level after 1st

quick build

You can make an elementalist quickly by following these suggestions. First, Constitution should be your highest ability score. Your second highest ability should depend on which element your soul will be bound to: Dexterity (Air), Charisma (Fire), Wisdom (Water), or Strength (Earth). Lastly, choose the Hermit background.


Equipment

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

  • Two weapons of your choice that you are proficient with;
  • (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a scholar's pack.

Soulbound

When you take your first level in this class, you make a choice about what type of elemental will be permanently bonded to your soul. There is a section later on to help you decide what sort of creature your character has merged with, the basic choices being: Air, Fire, Earth, and Water.

Arcane Channel

At 2nd level, you learn to harness the powers within you to create more complex magical effects. You draw on the fortitude and vitality of your split soul, giving you access to the spell list for your subclass. For more information about how to cast spells as an elementalist, see the Spellcasting as an Elementalist section below.

In order to cast spells (and to produce certain other effects), you will need to build up a reserve of soul points. This carries a risk, as channelling such powerful forces takes a toll on the mortal body.

On your turn, you may use a bonus action to increase your soul point reserve by making a constitution saving throw. The DC for this save is 10 + the number of soul points you are attempting to reach e.g. if you are at 4 soul points and want to reach 5 the constitution save will be 10 + 5 = 15.

If you fail to make the save you do still gain one soul point (only one, even if you were trying for more), but you also expend one of your hit dice to deal unpreventable damage to yourself, and are stunned until the beginning of your next turn.

Free Soul Points

At level 5 you gain the ability to spend a bonus action to increase your soul point total to one without having to make a saving throw. At level 9 this limit rises to two soul points, at level 13 three soul points, and at level 17 you may use this feature to increase your soul points to a maximum of four as a bonus action.

You can choose to try to increase your soul points by up to 2 at a time, but if you do so you roll your constitution save at disadvantage, and on a failure you expend 2 hit dice to deal damage to yourself and gain just the one soul point. If you have expended all of your hit dice, you deal the maximum damage to yourself every time you fail a CON save (i.e. if your hit dice is a d8, you deal 8 damage to yourself). If you have two or more different hit die, such as can be the case if you have multiclassed, you always roll the hit die that corresponds to your elementalist type.

Soul points last for an hour, or until you spend them.

Elemental Embodiment

From 5th level, you gain the power to imbue your body with elemental power. As a bonus action, you can spend 2 soul points to magically assume the powers of a minor elemental (CR2) of the same type as the elemental soulbound to you. Your physical form becomes incorporeal, though it can still be seen faintly within the elemental.

While you are transformed, the following rules apply:

  • Your game statistics are replaced almost entirely by the statistics of the elemental: you retain only your Hit Dice. You assume the elemental’s hit points, and when you revert to your normal form, you return to the number of hit points you had before you transformed, minus any damage you have taken from soulburn.

  • Your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn’t break your concentration on a spell you’ve already cast.

  • You choose whether your equipment falls to the ground in your space or merges into your new form. You cannot use equipment in your elemental form, unless the DM rules otherwise in an exceptional circumstance. Equipment that merges with the form has no effect until you drop the form.
  • You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if the elemental drops to 0 hit points, or if you die.

  • However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, or soulburn hasn't reduced your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can stay in elemental form indefintiely, but at the end of every hour you must expend one of your Hit Dice to deal soulburn damage to yourself (not your elemental form). If soulburn causes your character's hit points to drop to 0 you do not drop elemental form, but your true form now counts as unconcious, though stable. If you take any further Soulburn damage it counts as failing a death saving throw. If soulburn causes you to fail 3 death saving throws in this way, or if you fail a third by taking leftover damage from damage that reduces your elemental form to 0 hit points, you die.

  • You cannot use your express essence ability while you are in elemental form, and vice versa.

Planar Hop

At 6th level you gain the ability to quickly jump yourself to the very edges of the plane you draw your powers from, before springing back to the material plane, potentially with a slightly renewed vigor. You add elemental blink to your spell list.

Express Essence

When you reach 7th level you can project part of your essence outside your body. As an action, you summon part of your essence as an elemental beast (CR 3) that lasts for 1 minute, until it drops to 0 hit points, or until you lose your concentration (as if you were concentrating on a spell). The elemental is of the same type as the one soulbound to you, and appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the expression up to 30 feet to a space you can see, but it must remain within 60 feet of you.

For the duration, you can cast spells as though you were in the expression’s space, and you can choose to see through its eyes, though this renders you blind. You can use your bonus action to mentally command your expression to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the expression takes the Dodge action. If you take damage while the expression is within 10 feet of you, you can choose to have it roll a dexterity saving throw. On a success, it immediately switches places with you, taking the damage in your stead.

Additionally, when both you and your expression are within 5 feet of a creature, you both have advantage on attack rolls against that creature.

If your expression drops to 0 hit points, any excess damage carries over to you.

You can’t use this feature again until you finish a short rest.


Unfettered Manifestation

By 9th level, your Elemental Embodiment feature has become far more powerful. You can choose to expend three soul points to become a medium elemental (CR5) of the same type as the elemental soulbound to you (see below for statistics).

Planar Expulsion

At 10th level, you gain the ability to attempt to send another creature to the elemental plane you are bound to. You add extradition to your spell list.

Summon Elemental

At 11th level, you can express a more potent part of your essence. Your Express Essence feature now summons a dire elemental beast (CR6) of the same element as you. All other rules related to this feature remain the same.

Harmonic Self / Lasting Dominance

At 14th level, you make an important choice about the bond you have with your soulbound elemental. Choose either:

Harmonic Self

You and your elemental have come to an understanding. When you roll a constitution saving throw to increase your soul points, you do so at advantage.

Lasting Dominance

You have bent your elemental to your will. Whenever you fail a a constitution saving throw to increase your soul points, you gain all of the points you were attempting to plus one, even if doing so would take you over your normal maximum. This temporary soul point disappears at the end of your next turn.

Extradition

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute


You can use this power to banish a willing or unwilling creature to another plane, at a cost of 5 soul points. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw against your soul save DC. If the creature fails this save, it is transported to a random location on the elemental plane that you draw your power from. A creature may choose to fail this save if it is aware of your intent.

When you do this, make a Wisdom check. On a 12 or higher, you maintain a tether to the creature for as long as you maintain concentration, and may return them to the plane you expelled them from as an action. If you fail the Wisdom check, or if you lose concentration, the transported creature must find its own way back to your current plane of existence.

True Incarnation

When you reach 15th level, you and your elemental have gained the control and understanding of each other to allow you to use your Elemental Embodiment feature to become a being that is greater than the sum of its parts. You can choose to expend four soul points to assume the form and powers of a greater elemental (CR9) of the same type as the elemental soulbound to you (see below for statistics).

Living Gate

From 18th level, you have become a true conduit for the powers of the elemental plane that is aligned to your soul. Your ability to travel to and from that plane improves significantly as you gain the power to cast elemental gate.

Primordiosis

At 20th level, your soul and the elemental within you have completely subsumed one another, and you can subtract your constitution modifier from any soulburn damage that you take (to a minimum of 0).

You also gain the following abilities, depending on your elemental type, which apply to both your normal form and your elemental form:

Elemental Gate

7th-level conjuration


  • Casting Time: 1 minute
  • Range: 5 ft
  • Components: V, S
  • Duration: 1 minute


You may spend 7 soul points and take 1 minute to conjure a portal linking an unoccupied space you can see within 5 feet to a precise location on the plane your soulbound elemental originated from. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for one minute, or until you use a bonus action to dismiss it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.


Air
  • You gain a flying speed of 60 feet,
  • You have resistance to cold and lightning damage,
  • Ranged attacks against you from enemies that you can see are made with disadvantage.
Fire
  • You are immune to fire damage, and have resistance to cold damage,
  • As a bonus action you can cause flames to race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The flames don’t harm you, but any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes fire damage equal to 1d10 plus your charisma modifier,
  • If you are aflame, when a creature you can see within 30 feet of you makes an attack against you, you can flare brightly as a reaction. The attack gains disadvantage, and any creature that can see you makes a constitution save against your soul save DC, becoming blinded on a failed save. In addition, any creature within 5 feet of you makes a dexterity saving throw against your soul save DC, taking 3d10 fire damage on a failed save, or half as much on a successful save.
Earth
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks,
  • When a creature you can see makes a ranged attack against you, as a reaction you can pull an earthen shield from the ground, giving you three-quarters cover. This ability cannot be used if you are not on solid ground (DM's discretion). The shield remains in place if not destroyed or returned to the earth (1 action),
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid, nonmagical, earth or stone as if it was air and without destabilizing it. If you attempt to move through worked stone or earth, such as bricks, the parts that have been worked crumble around you. If you attempt to move through magical or enchanted material, you are repelled, and take 2d10 unpreventable force damage as well as 4d4 psychic damage.
Water
  • You are immune to cold damage and have resistance to fire damage,
  • When you take damage, as a reaction you can summon a block of ice to lessen the damage, giving yourself 10 temporary hit points that are added before you subtract the damage dealt to you,
  • You can stand on and move across any liquid surface as if it were solid ground.

Spellcasting as an Elementalist

Elementalists don't use magic like most spellcasters, as their power comes from the wounded elemental bound to their soul and, as such, wielding elementalist powers is not for the faint-hearted.

Soul Points

Elementalists access their higher-level powers by chanelling the power of their elemental into their body. Harnessing such arcane forces comes at a cost though, and every time that an elementalist calls on the being within, they risk injury.

An elementalist knows all of the spells their soulbound elemental gives them access to, but each time they wish to cast a spell, they must expend soul points equal to the spell's level. Elementalists can increase their soul points using the Arcane Channel feature that they gain access to at level two.


Spellcasting Ability Your spellcasting ability for your elementalist spells depends on what kind of elemental soul you have chosen. Air: Dexterity Fire: Charisma Earth: Strength Water: Wisdom You use this whenever an elementalist spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for an elementalist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Ritual Casting You can cast an elementalist spell as a ritual if that spell has the ritual tag.

Spellcasting Focus You do not need to use a spellcasting focus for your elementalist spells, as they come from within you.

Elemental Souls

Although there are similarities between any elementalist, the different types of elemental they draw their powers from give them very distinct abilities.

An elementalist with a soul of air may seem to barely touch the material plane, treading their path as if gravity is uninterested in them, while those with a soul of water carry themselves with a confidence that communicates their ability to adapt to any situation. A soul of earth often imparts a seemingly limitless patience, as well as a stubbornness that will brook no obstacle. Hardest to hide are the effects of a soul of fire: those who find themselves entwined with a being of flame become imbued with so much energy that it pains them, and find their passions in all areas of life to be quickly kindled. Choose the soul that best fits the story you want you character to weave.

Soul of Air

Proficiencies

  • Armor: Light Armor
  • Weapons: Simple weapons, blowguns, hand crossbows, longbows, scimitars, shortswords, whips
  • Tools: Choose from either any one musical instrument, cartographer's tools, or weaver's tools
  • Saving Throws: Constitution, Dexterity
  • Skills: Choose two from Acrobatics, Arcana, Performance, Sleight of Hand, Stealth
  • Languages: Primordial (Auran)
Soul of Air Features
Elementalist Level Feature
1st Wind Chill
3rd Gale Strike
6th Deflect Missiles
10th Lighter than Air
13th Nimble Recoil
17th Breeze Sense

Wind Chill

From when you choose this soul at 1st level, you have resistance to cold damage.

Gale Strike

Once per short rest (increasing to twice at 6th level, 3 times at 10th level, 4 times at 13th level, and an unlimited number of times at 17th level), you can spend 1 soul point and use an action to drive your palm forward, summoining a mighty blast of elemental air.

Choose a creature within 30 feet of you. That creature must make a Strength saving throw against your soul save DC. On a failed save the creature takes 1d10 bludgeoning damage and, as long as it is large or smaller, is pushed 15 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed back or knocked prone.

Deflect Missiles

Starting at 6th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your elementalist level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 soul point to make a ranged attack with the missile you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a dart for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Lighter than Air

From 10th level, an elementalist with a soul of air never takes fall damage while they are not incapacitated. In addition your long jump becomes equal to your movement, and you do not need a running start.

Nimble Recoil

Beginning at 13th level, when damaged by a melee attack after taking damage you may use your reaction to disengage and jump a distance up to your walking speed in any direction. This movement does not count towards any of your ordinary movement in this round.

Breeze Sense

When you reach 17th level, you have become so attuned to the minute variations in the air that you have almost perfect awareness of what happens in the area surrounding you. You gain blindsight for a 30 foot radius around you.

Soul of Fire

Proficiencies

  • Armor: Light Armor, Medium Armor
  • Weapons: Simple weapons, battleaxes, glaives, greatswords, halberds, longswords, scimitars, shortswords
  • Tools: Choose one from either cook's utensils, glassblower's tools, jeweler's tools, or smith's tools
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Intimidation, Perception
  • Languages: Primordial (Ignan)
Soul of Fire Features
Elementalist Level Feature
1st Running Hot
3rd Flametongue Fists
6th Blazing Heels
10th Improved Critical
13th Firestorm
17th Blistering Resilience

Running Hot

The fire in your belly has made you able to deal with flames to a greater degree that most other people. You have resistance against fire damage.

Flametongue Fists

Once per short rest (increasing to twice at 6th level, 3 times at 10th level, 4 times at 13th level, and an unlimited number of times at 17th level), you can spend 1 soul point and use the Attack action to shoot jets of fire from your fists.

Your reach with your unarmed strikes increases by 10 feet for that action, and in addition you can make one further unarmed strike as a bonus action, which also benefits from all of the bonuses of this ability. A hit with these attacks deals fire damage equal to 1 + your strength modifier + your charisma modifier.

Blazing Heels

Starting at 6th level, you can channel the spirit of a wildfire to gain an arcane speed.

As a bonus action you can spend one soul point and begin to concentrate as if on a spell. Your speed is immediately doubled, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon or unarmed attack only), Dash, Disengage, Hide, or Use an Object action.

The effect lasts for a minute, or until you lose concentration, and when it finishes you must spend your next turn able to move only at half speed and unable to take actions, as well as expending one of your Hit Dice to deal soulburn damage to yourself.

Improved Critical

Beginning at 10th level, your weapon and spell attacks score a critical hit on a roll of 19 or 20.

Firestorm

From 13th level, your magic takes on a life of its own. When you cast a spell that deals fire damage, for every die that shows its highest value, you may roll an additional damage die of the same type. If a spell deals multiple types of damage, this effect only applies to the dice that are rolled for the fire damage.

Blistering Resilience

When you reach 17th level, you are able to channel your firey essence to resist damage that should end you. When you drop to 0 hit points, you instead regain hit points equal to your Charisma ability score. Each creature that is within 10 feet of you takes fire damage equal to 3d10 + your Charisma modifier, and is blinded until the end of their next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Soul of Earth

Proficiencies

  • Armor: Medium Armor, Heavy Armor
  • Weapons: Simple weapons, flails, glaives, greataxes, greatswords, halberds, heavy crossbows, lances, mauls, morningstars, pikes, war picks, warhammers
  • Tools: Choose one from either alchemist's supplies, carpenter's tools, jeweler's tools, mason's tools, potter's tools, or woodcarver's tools
  • Saving Throws: Constitution, Strength
  • Skills: Choose two from Arcana, Athletics, Deception, Nature, Survival
  • Languages: Primordial (Terran)

Soul of Earth Features
Elementalist Level Feature
1st Sure-footed
3rd Rock Throw
6th Patience of Stone
10th Earthsink
13th Unrelenting Charge
17th Stonesense

Sure-Footed

Starting at first level, your earthen power has lowered your center of gravity, giving you advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

Rock Throw

Once per short rest (increasing to twice at 6th level, 3 times at 10th level, 4 times at 13th level, and an unlimited number of times at 17th level), you can spend 1 soul point and use the Attack action to summon a fist-sized ball of rock and launch it in a direction of your choosing.

The rock flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the rock would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the rock strikes the target and stops moving. The rock shatters when it strikes something, and what it strikes take 3d8 bludgeoning damage.

Patience of Stone

From 6th level, you can take the dodge action as a bonus action on your turn.

Earthsink

At 10th level, your connection with the element of earth has turned it into an ally that will work on your behalf against your enemies. As a reaction, you can point at a creature you can see that is moving within 30 feet of you (increasing to 40 feet at 13th level and 50 feet at 17th level). The creature must be touching solid, unworked and unenchanted ground.

The creature must succeed on a Strength saving throw against your soul save DC or be restrained as they sink down six inches into the ground. If they had moved more than 30 feet before failing, they also fall prone. A creature restrained in this way can use its action to make a Strength check against your soul save DC. On a success, it frees itself.

Implacable Charge

Starting from 13th level, you have learned to use your momentum in battle to devastating effect. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature that is in range during the dash part of your movement.

If you have moved at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or you may push the target up to 10 feet away from you (if you chose to shove and you succeed).

Stonesense

From 17th level, you gain tremorsense for a 60 foot radius around you.

Soul of Water

Proficiencies

  • Armor: Light Armor, Medium Armor
  • Weapons: Simple weapons, hand crossbows, lances, longbows, longswords, nets, pikes, rapiers, shortswords, tridents
  • Tools: Choose one from either alchemist's supplies, brewer's supplies, cook's utensils, leatherworker's tools, or painter's supplies
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Arcana, Insight, Medicine, Nature, Persuasion
  • Languages: Primordial (Aquan)
Soul of Water Features
Elementalist Level Feature
1st Amphibious
3rd Water Whip
6th Shivers
10th Aquatic
13th Unhindered Flow
17th Aqua Vitae

Amphibious

From the time that you choose this soul at 1st level, the elemental has begun to subtly change your body to a form that better fits it. You gain a swimming speed equal to your base walking speed.

Water Whip

Once per short rest (increasing to twice at 6th level, 3 times at 10th level, 4 times at 13th level, and an unlimited number of times at 17th level), you can spend 1 soul point and use the Attack action to conjure a whip of water from your hand.

Choose a creature that you can see that is within 30 feet of you. That creature must make a Dexterity saving throw against your soul save DC. On a failed save, the creature takes 3d6 slashing damage and, as long as it is large or smaller, you can choose to pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you cannot choose to pull it.

Shivers

Beginning at 6th level, when you cause water to hit another creature with any of your abilities, you may expend a soul point (on top of the cost of the spell or ability, if there is a cost) to chill the water, and deal an additional 3d6 damage. The target must also make a constitution saving throw, (DC equals the amount of cold damage they take from this ability). On a failure they become incapacitated by shivering until the end of their next turn.

Aquatic

From 10th level, you can breathe water as easily as air, and can slake your thirst with both fresh and salt water. In addition, being underwater imposes no penalties on your movement or attacks.

Unhindered Flow

By the time you reach 13th level, your movement has become unaffected by non-magical difficult terrain, and you gain the ability to expend a soul point to automatically succeed on saving throws against spells and other magical effects that reduce your speed or cause you to be paralyzed or restrained. This must be done instead of making the saving throw, not afterwards.

You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Aqua Vitae

From 17th level, you can use your connection to water to regain lost health. If you are in physical contact with a body of water, you can use a bonus action to siphon and absorb a gallon of water and regain hit points equal to 2d4 + your constitution modifier. You can use this ability a number of times equal to half your elementalist level (rounded down). Your uses of this ability replenish when you take a long rest.

Elementalist Spell Lists

Air

Cantrips

Gust, Message, Prestidigitation, Primal Savagery, Shocking Grasp, Thaumaturgy, Thundeclap

1st Level

Absorb Elements, Expeditious Retreat, Feather Fall, Fog Cloud, Shield, Witch Bolt, Zephyr Strike

2nd Level

Blur, Dust Devil, Gust of Wind, Levitate, Shatter, Warding Wind

3rd Level

Call Lightning, Elemental Weapon, Fly, Haste, Lightning Arrow, Lightnng Bolt, Thunder Step, Wind Wall

4th Level

Dimension Door, Elemental Bane, Freedom of Movement, Storm Sphere

5th Level

Commune with Nature, Control Winds, Hold Monster, Steel Wind Strike

6th Level

Chain Lightning, Investiture of Wind, Primordial Ward, Wind Walk

7th Level

Etherealness, Project Image, Whirlwind

8th Level

Control Weather, Mind Blank, Power Word Stun

9th Level

Storm of Vengeance

Fire

Cantrips

Control Flames, Create Bonfire, Firebolt, Prestidigitation, Primal Savagery, Produce Flame, Thaumaturgy

1st Level

Absorb Elements, Bane, Burning Hands, Faerie Fire, Hellish Rebuke, Searing Smite

2nd Level

Agenazzar's Scorcher, Continual Flame, Flame Blade, Flaming Sphere, Scorching Ray

3rd Level

Blinding Smite, Daylight, Elemental Weapon, Fireball, Melf's Minute Meteors

4th Level

Dimension Door, Elemental Bane, Fire Shield, Wall of Fire

5th Level

Commune with Nature, Flame Strike, Hold Monster, Immolation

6th Level

Disintegrate, Investiture of Flame, Primordial Ward, Sunbeam

7th Level

Crown of Stars, Delayed Blast Fireball, Fire Storm

8th Level

Incendiary Cloud, Mind Blank, Sunburst

9th Level

Meteor Swarm

Earth

Cantrips

Magic Stone, Mending, Mold Earth, Prestidigitation, Primal Savagery, Shillelagh, Thaumaturgy

1st Level

Absorb Elements, Catapult, Earth Tremor, Thunderous Strike, Thunder Wave

2nd Level

Earthbind, Maximillian's Earthen Grasp, Shatter, Spider Climb

3rd Level

Elemental Weapon, Erupting Earth, Meld into Stone, Melf's Minute Meteors, Slow, Wall of Sand

4th Level

Elemental Bane, Staggering Smite, Stone Shape, Stone Skin

5th Level

Commune with Nature, Hold Monster, Transmute Rock, Wall of Stone

6th Level

Bones of the Earth, Flesh to Stone, Investiture of Stone, Primordial Ward

7th Level

Forcecage, Regeneration, Reverse Gravity

8th Level

Earthquake, Mind Blank, Power Word Stun

9th Level

Meteor Swarm

Water

Cantrips

Acid Splash, Frostbite, Prestidigitation, Primal Savagery, Ray of Frost, Shape Water, Thaumaturgy

1st Level

Absorb Elements, Armor of Agathys, reate of Destroy Water, Fog Cloud, Ice Knife

2nd Level

Alter Self, Melf's Acid Arrow, Misty Step, Protection from Poison, Snilloc's Snowball Swarm

3rd Level

Elemental Weapon, Sleet Storm, Tidal Wave, Wall of Water, Water Breathing, Water Walk

4th Level

Control Water, Elemental Bane, Ice Storm, Watery Sphere

5th Level

Commune with Nature, Cone of Cold, Hold Monster, Maelstrom

6th Level

Freezing Sphere, Investiture of Ice, Primordial Ward, Wall of Ice

7th Level

Force Cage, Mirage Arcane, Regeneration

8th Level

Abi-Dalzim's Horrid Wilting, Mind Blank, Tsunami

9th Level

Storm of Vengeance

Elemental Forms

Minor Elementals (CR2)


Minor Air Elemental

Medium elemental, neutral


  • Armor Class 14
  • Hit Points 39 (6d10 + 6)
  • Speed fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 6 (-2)

  • Damage Resistances Lightning, Thunder;
  • Bludgeoning, Piercing, and Slashing from
  • Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Understands Auran but can't speak

Air Form. You can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. As a minor air elemental, your innate spellcasting ability is Dexterity (spell save DC 15, +7 to hit with spell attacks), and you can innately cast any cantrip or first level spell from the Elementalist (Air) Spell List.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Whirlwind (Recharge 5–6). Each creature in your space must make a DC 13 Strength saving throw. On a failure, a target takes 11 (2d8 + 2) bludgeoning damage and is flung up to 15 feet away from you in a random direction and knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

If a thrown target strikes an object, such as a wall or floor, the target takes a further 3 (1d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) bludgeoning damage and, if it is no more than one size larger than the thrown creature, be knocked prone.


Minor Fire Elemental

Medium elemental, neutral


  • Armor Class 12
  • Hit Points 39 (6d10 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 13 (+1) 3 (-4) 10 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Understands Ignan but can't speak

Fire Form. You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 (1d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. Unless you have taken cold damage from your water susceptibility feature within the last minute, you continually shed bright light in a 15-foot radius and dim light in an additional 15 feet.

Innate Spellcasting. As a minor fire elemental, your innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks), and you can innately cast any cantrip or first level spell from the Elementalist (Fire) Spell List.

Water Susceptibility. For every 5 feet you move in water, or for every gallon of water splashed on you, you take 1 cold damage.

Actions

Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Minor Earth Elemental

Medium elemental, neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 51 (d610 + 18)
  • Speed 10 ft., (30 ft. while moving downhill),
  • burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 17 (+3) 3 (-4) 10 (+0) 10 (+0)

  • Damage Vulnerabilities Thunder
  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Paralyzed,
  • Petrified, Poisoned, Unconscious
  • Senses Darkvision 60 ft., Tremorsense 60 ft.,
  • Passive Perception 10
  • Languages Understands Terran but can't speak

Downhill Roller. Your walking speed increases to 30 while moving downhill. If you move at least 15 feet straight towards a target and then hit it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage.

Earth Glide. You can burrow through nonmagical, unworked earth and stone. While doing so, you doesn't disturb the material you move through.

Innate Spellcasting. As a minor earth elemental, your innate spellcasting ability is Strength (spell save DC 15, +7 to hit with spell attacks), and you can innately cast any cantrip or first level spell from the Elementalist (Earth) Spell List.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


Minor Water Elemental

Medium elemental, neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 3 (-4) 18 (+4) 8 (-1)

  • Damage Resistances Acid; Bludgeoning, Piercing,
  • and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Understands Aquan but can't speak

Water Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. As a minor water elemental, your innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks), and you can innately cast any cantrip or first level spell from the Elementalist (Water) Spell List.

Freeze. If you take cold damage, you partially freeze; your speed is reduced by 20 feet and you add 7 (2d6) bludgeoning damage to any melee damage you deal until the end of your next turn.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. The target must also succeed on a DC 11 Strength saving throw or be pushed 5 feet in a direction of your choice.

Whelm (Recharge 5-6). Each creature in your space must make a DC 13 Strength saving throw. On a failure, if it is Medium or smaller, it is grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space and takes 7 (2d6) bludgeoning damage.

You can grapple one Medium creature or up to two smaller creatures at one time. While you are grappling any creature or object, your speed is halved.

A creature grappled in this may may attempt to escape on their turn by taking an action to make a Stength (Athletics) or Dexterity (Acrobatics) check, contested by your Athletics check (+5). On a success the grapple ends, on a failure nothing happens. A creature within 5 feet of you can pull a creature or object out of the grapple by taking an action to make a contested Strength check against you and succeeding.

Elemental Beasts (CR3)


Windwolf

Medium elemental, neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 75 (10d10 + 20)
  • Speed hover 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

  • Damage Vulnerabilities Force
  • Damage Immunities Poison, Cold
  • Damage Resistances Thunder, Bludgeoning, Piercing,
  • and Slashing from Nonmagical Attacks
  • Senses Passive Perception 15
  • Languages Auran

Keen Hearing and Smell. The windwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The windwolf has advantage on an attack roll against a creature if at least one of the windwolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5–6). The windwolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Silent Stalk. The windwolf magically turns invisible until the start of its next turn or until it attacks or takes damage. At the start of its next turn it can use its action to maintain the invisibility.


Firelynx

Medium elemental, neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 13 (+1) 9 (-1) 8 (-1)

  • Damage Vulnerabilities Cold
  • Damage Immunities Fire, Poison
  • Damage Resistances Bludgeoning, Piercing,
  • and Slashing from Nonmagical Attacks
  • Senses Passive Perception 14
  • Languages Ignan

Heated Body. A creature that touches the firelynx or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Pack Tactics. The firelynx has advantage on an attack roll against a creature if at least one of the firelynx's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Susceptibility. For every 5 feet the firelynx moves in water, or for every gallon of water splashed on it, the firelynx takes 1 cold damage.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Tackle. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the firelynx can't constrict another target.

If a creature begins its turn grappled by the firelynx, it is affected by its heated body feature as detailed above.


Rockboar

Medium elemental, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 3 (-4) 7 (-2) 5 (-3)

  • Damage Vulnerabilities Thunder
  • Damage Immunities Poison
  • Damage Resistances Lightning, Bludgeoning,
  • Piercing, and Slashing from Nonmagical Attacks
  • Senses Passive Perception 8
  • Languages Terran

Charge. If the rockboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Pack Tactics. The rockboar has advantage on an attack roll against a creature if at least one of the rockboar's allies is within 5 feet of the creature and the ally isn't incapacitated.

Relentless (1/Day). If the rockboar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Waterbear

Medium elemental, neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 5 (-3) 13 (+1) 7 (-2)

  • Damage Vulnerabilities Lightning
  • Damage Immunities Poison
  • Damage Resistances Fire, Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Senses Passive Perception 13
  • Languages Aquan

Pack Tactics. The waterbear has advantage on an attack roll against a creature if at least one of the waterbear's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reckless. At the start of its turn, the waterbear can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The waterbear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.

Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Medium Elementals (CR5)


Air Elemental

Medium elemental, neutral


  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Lightning, Thunder;
  • Bludgeoning, Piercing, and Slashing from
  • Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Auran

Air Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. As an air elemental, your innate spellcasting ability is Dexterity (spell save DC 17, +9 to hit with spell attacks), and you can innately cast any cantrip, first, or second level spell from the Elementalist (Air) Spell List.

Actions

Multiattack. You make two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in your space must make a DC 15 Strength saving throw. On a failure, a target takes 16 (3d8 + 3) bludgeoning damage and is flung up 20 feet away from you in a random direction and knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage and, if it is no more than one size larger than the thrown creature, be knocked prone.


Fire Elemental

Medium elemental, neutral


  • Armor Class 13
  • Hit Points 90 (12d10 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 15 (+2) 5 (-3) 10 (+0) 20 (+5)

  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Ignan

Fire Form. You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 (1d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. You shed bright light in a 30-foot radius and dim light in an additional 30 feet.

Innate Spellcasting. As a fire elemental, your innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks), and you can innately cast any cantrip, first, or second level spell from the Elementalist (Fire) Spell List.

Water Susceptibility. For every 5 feet you move in water, or for every gallon of water splashed on you, you takes 1 cold damage.

Actions

Multiattack. You make two touch attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Earth Elemental

Medium elemental, neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 5 (-3) 10 (+0) 10 (+0)

  • Damage Vulnerabilities Thunder
  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Paralyzed,
  • Petrified, Poisoned, Unconscious
  • Senses Darkvision 60 ft., Tremorsense 60 ft.,
  • Passive Perception 10
  • Languages Terran

Earth Glide. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Innate Spellcasting. As an earth elemental, your innate spellcasting ability is Strength (spell save DC 17, +9 to hit with spell attacks), and you can innately cast any cantrip, first, or second level spell from the Elementalist (Earth) Spell List.

Siege Monster. You deal double damage to objects and structures.

Actions

Multiattack. You make two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.


Water Elemental

Medium elemental, neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 5 (-3) 20 (+5) 8 (-1)

  • Damage Resistances Acid; Bludgeoning,
  • Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Aquan

Water Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. As a water elemental, your innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks), and you can innately cast any cantrip, first, or second level spell from the Elementalist (Water) Spell List.

Freeze. If you take cold damage, you partially freeze; your speed is reduced by 20 feet and you add 10 (3d6) bludgeoning damage to any melee damage you deal until the end of your next turn.

Actions

Multiattack. You make two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in your space must make a DC 15 Strength saving throw. On a failure, if it is Large or smaller, it is grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space and takes 10 (3d6) bludgeoning damage.

You can grapple one Large creature or up to two Medium or smaller creatures at one time. While you are grappling any creature or object, your speed is halved.

A creature grappled in this may may attempt to escape on their turn by taking an action to make a Stength (Athletics) or Dexterity (Acrobatics) check, contested by your Athletics check (+7). On a success the grapple ends, on a failure nothing happens. A creature within 5 feet of you can pull a creature or object out of the grapple by taking an action to make a contested Strength check against you and succeeding.

Dire Ememental Beasts (CR6)



Galetalon

Large elemental, neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 105 (14d10 + 28)
  • Speed 20 ft., fly 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 13 (+1) 16 (+3) 10 (+0)

  • Damage Vulnerabilities Force
  • Damage Immunities Poison, Cold
  • Damage Resistances Thunder, Bludgeoning, Piercing,
  • and Slashing from Nonmagical Attacks
  • Senses Passive Perception 15
  • Languages Auran

Keen Hearing and Sight. The galetalon has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Hard to Hit. While flying, the galetalon has an additional +2 to its AC against ranged attacks.

Actions

Multiattack. The galetalon makes two attacks: one with its bite and one with its claws. While flying, it can use its claws twice in place of its bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 11 (2d6 +5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) slashing damage.


Firemane

Large elemental, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 11 (+0) 7 (-2) 14 (+2)

  • Damage Vulnerabilities Cold
  • Damage Immunities Fire, Poison
  • Damage Resistances Bludgeoning, Piercing,
  • and Slashing from Nonmagical Attacks
  • Senses Passive Perception 12
  • Languages Ignan

Heated Body. A creature that touches the firemane without its permission, or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Confer Fire Resistance. The firemane can grant resistance to fire damage to anyone riding it.

Illumination. The firemane sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Multiattack. The firemane makes two attacks with its hooves.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) bludgeoning damage plus 7 (2d6) fire damage.


Stonetiger

Large elemental, neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 147 (14d10 + 70)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 3 (-4) 12 (+1) 8 (-1)

  • Damage Vulnerabilities Thunder
  • Damage Immunities Poison
  • Damage Resistances Lightning, Bludgeoning,
  • Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Tremorsense 60 ft.,
  • Passive Perception 13
  • Languages Terran

Pounce. If the stonetiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength or Dexterity saving throw or be knocked prone. If the target is prone, the stonetiger can make one additional bite attack against it as a bonus action.

Actions

Multiattack. The stonetiger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Deep Serpent

Large elemental, neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft., swim 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 5 (-3) 13 (+1) 7 (-2)

  • Damage Vulnerabilities Lightning
  • Damage Immunities Poison
  • Damage Resistances Fire, Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Senses Passive Perception 13
  • Languages Aquan

Amphibious. The deep serpent can breathe air and water.

Actions

Multiattack. The deep serpent makes two attacks, only one of which can be a constrict attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the deep serpent can't constrict another target.

Major Elementals (CR8)



Auran Paradigm

Large elemental, neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 17 (+3) 7 (-2) 13 (+1) 10 (+0)

  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Lightning, Poison, Thunder
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Auran

Air Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Innate Spellcasting. As an auran paradigm, your innate spellcasting ability is Dexterity (spell save DC 19, +11 to hit with spell attacks), and you can innately cast any cantrip, first, second, or third level spell from the Elementalist (Air) Spell List.

Actions

Multiattack. You make three slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 3 (1d6) lightning or thunder damage (your choice).

Lightning Sword (Recharge 5–6). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 41 (10d6 + 6) lightning damage.

Whirlwind (Recharge 3–6). Each creature in your space must make a DC 17 Strength saving throw. On a failure, a target takes 23 (4d8 + 5) bludgeoning damage and is flung up 30 feet away from you in a random direction and knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take 17 (5d6) bludgeoning damage and, if it is no more than one size larger than the thrown creature, be knocked prone.




Ignan Paradigm

Large elemental, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 17 (+3) 7 (-2) 12 (+1) 22 (+6)

  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Ignan

Fire Form. You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. You shed bright light in a 30-foot radius and dim light in an additional 30 feet.

Innate Spellcasting. As an ignan paradigm, your innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks), and you can innately cast any cantrip, first, second, or third level spell from the Elementalist (Fire) Spell List.

Water Susceptibility. For every 5 feet you move in water, or for every gallon of water splashed on you, it takes 1 cold damage.

Actions

Multiattack. You make three touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Blazing Column (Recharge 4–6). You create a 20-foot-high, 5-foot-radius geyser of flame centered on yourself. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.


Terran Paradigm

Large elemental, neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 168 (16d10 + 80)
  • Speed 30 ft.,
  • burrow 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 6 (-2) 14 (+2) 10 (+0)

  • Damage Vulnerabilities Thunder
  • Damage Resistances Bludgeoning, Piercing, and
  • Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Paralyzed,
  • Petrified, Poisoned, Unconscious
  • Senses Darkvision 60 ft., Tremorsense 60 ft.,
  • Passive Perception 12
  • Languages Terran

Earth Glide. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Innate Spellcasting. As a terran paradigm, your innate spellcasting ability is Strength (spell save DC 19, +11 to hit with spell attacks), and you can innately cast any cantrip, first, second, or third level spell from the Elementalist (Earth) Spell List.

Siege Monster. You deal double damage to objects and structures.

Actions

Multiattack. You make three slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Earthshaker Punch (Recharge 4–6). You strike the air in front of you, creating a 30-foot cone of force starting from you in a direction of your choosing. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 16 (3d10) thunder damage and 18 (4d8 force damage) on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. If any creature is within 5 feet of an object or structure that is damaged by this ability, it takes a further 14 (4d6) bludgeoning damage from debris.


Aquan Paradigm

Large elemental, neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 7 (-2) 23 (+6) 10 (+0)

  • Damage Resistances Acid; Bludgeoning, Piercing,
  • and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled,
  • Paralyzed, Petrified, Poisoned, Prone, Restrained,
  • Unconscious
  • Senses Darkvision 60 ft., Passive Perception 16
  • Languages Aquan

Pure Water Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. In addition, you can use a bonus action to become invisible while fully immersed in water.

Freeze. If you take cold damage, you partially freeze; your speed is reduced by 20 feet until the end of your next turn and you add 14 (4d6) bludgeoning damage to any melee damage you deal.

Innate Spellcasting. As an aquan paradigm, your innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks), and you can innately cast any cantrip, first, second, or third level spell from the Elementalist (Water) Spell List.

Actions

Multiattack. You make three slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whelm (Recharge 3–6). Each creature in your space must make a DC 17 Strength saving throw. On a failure, if it is Large or smaller, it is grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space and takes 14 (4d6) bludgeoning damage.

You can grapple one Large creature or up to two smaller creatures at one time. While you are grappling any creature your speed is halved.

A creature grappled in this may may attempt to escape on their turn by taking an action to make a Stength (Athletics) or Dexterity (Acrobatics) check, contested by your Athletics check (+10). On a success the grapple ends, on a failure nothing happens. A creature within 5 feet of you can pull a creature or object out of the grapple by taking an action to make a contested Strength check against you and succeeding.

Wield the raw power of the elements

Inspired by the incredible worlds from stories such as Avatar: the last Airbender, this mini expansion for 5th edition Dungeons & Dragons allows you to create characters for your campaigns who are infused with energies from the primordial building blocks of the planes. Expanding on the elemental magics already found in D&D sourcebooks, this mini rulebook includes three new spells, four distinct subclasses, and an expanded monster list.

Thank you to GM Binder for the tools to make this homebrew look as pretty as it does.

Cover art: Teferi, Temporal Archmage from Magic: the Gathering by Tyler Jacobsen

 

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