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Elementalist
Filled with the haughty vigor that her kind are known for, an air genasi strides toward her downed enemy with a translucent silver sword raising in preparation to liberate the lesser creature's head from its shoulders.
An young elf shrieks with joy as she feels the wind on her face, her small lithe form slicing through the updrafts as she bends the sky to her will.
Eyes red with untapped fury, a rare tiefling begins to glow with primal power, the walls around him crumbling to dust in a fiery blast that reduces the tavern and its residents to ash and dust.
The Planes call to their descendants, and elementalists are those that listen. Calling forth great power from the strength of their own vitality, elementalists wield primal force with finesse, grace, or raw destructive ability. Whatever gets the job done quickly.
Planar Beings
The Elemental Planes are wild and untamed, filled with primal magic that no mortal could physically withstand. Planes of fire exist in permanent states of searing heat and blistering drought. The Planes of Water and Air are almost entirely fluid, filled with unfathomable depths and impossible heights, and the Planes of Earth are just as hostile, crushing life between its stones without whim or thought.
It is rare that spirits of these planes find themselves in the world, but when they merge with enough primal energy in the land, they can form powerful beings of planar magic that are difficult to combat and difficult to reason with. Such beings are as eternal as the spirits that formed them, yet as fleeting as the primal energy that gives them form.
Primal Power
An elementalist feels the connection to the planes in their body and being. Marked with great elemental power, this power often proves to be too much for their mortal body, and the lives of those untrained are quickly snuffed out. Those that do receive training learn to bolster their vitality, for this is the fuel for their power. At their core, all elementalists seek to forge a deeper connection to the elemental planes, at the cost of their own constitution and vitality.
Like other wielders of primal magics, elementalists often have their own reasons for adventuring. Many seek to answer the mystery of this power, and from whence it comes, while others still seek to banish this draining power from their bodies. No matter the reason, all elementalists search for something, and this search is what motivates them to a life of adventure. This relentless motivation and drive, as well as intense primal power, makes them an asset to any adventuring party.
The Elementalist Class Table
Level | Proficiency Bonus | Features | Manifest Multiplier | Manifestation Options |
---|---|---|---|---|
1st | +2 | Planar Manifestation, Critical Moment | 1 | 2 |
2nd | +2 | Latent Power, Elemental Talent | 1 | 2 |
3rd | +2 | Inherited Guile | 1 | 3 |
4th | +2 | Ability Score Improvement | 1 | 3 |
5th | +3 | Extra Attack, Critical Moment | 2 | 4 |
6th | +3 | Latent Power Feature | 2 | 4 |
7th | +3 | Overwhelming Force, Primal Self | 2 | 5 |
8th | +3 | Ability Score Improvement | 2 | 5 |
9th | +4 | Critical Moment Improvement | 2 | 6 |
10th | +4 | Latent Power Feature | 2 | 6 |
11th | +4 | Greater Manifestation | 3 | 7 |
12th | +5 | Ability Score Improvement | 3 | 7 |
13th | +5 | Swirling Flight | 3 | 8 |
14th | +5 | Latent Power Feature | 3 | 8 |
15th | +5 | Planar Regeneration | 3 | 9 |
16th | +5 | Ability Score Improvement | 3 | 9 |
17th | +6 | Absolute Moment | 4 | 9 |
18th | +6 | Critical Moment | 4 | 10 |
19th | +6 | Ability Score Improvement | 4 | 10 |
20th | +6 | Djinn Force | 4 | 10 |
Creating an Elementalist
It is important to remember that elementalists get their power from their connection to the planes, but how that manifests is up to you. You'll later develop your characters latent connection to certain elements and beings, but how that connection formed or forms is your choice. Is it because of some djinn ancestor who sired you, suffusing you with a strange elemental power? Perhaps you spent time banished to the planes in penance, only to return and find that you've taken a bit of their power.
What do you feel in regard to this power? It comes at the cost of your vitality, so are you resentful? Are you seeking to find mastery? Did you seek this power out, or was it forced upon you by a curse? What are your intentions with the power? Do you think it should be used for the benefit of others? Or is it your free pass to act freely, under the thumb of no man or god?
Perhaps this power is merely borrowed, taken from a wandering Dao or Efreeti, who hunts you down to get its power back? Do you seek out more power, or are you content with the level of elemental force you currently wield?
Quick Build
You can make an elementalist quickly and effectively by following these guidelines. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit or Sailor backgrounds.
Class Features
As a elementalist, you gain the following class features
Hit Points
- Hit Dice: 1d10 per elementalist level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per elementalist level after 1st
Proficiencies
- Armor: light armor, medium armor
- Weapons: simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Planar Manifestion
At first level, you have learned to summon forth your elemental power and manifest it into powerful forms and effects. As an action on your turn, you can choose to take force damage equal to your elementalist level to manifest a number of different effects. This damage cannot be mitigated or reduced in any way, and ignores temporary hit points.
You can choose two options from the list of Manifestations at the end of this class description, and you gain more as shown in the elementalist table.
You may have a number of these effects equal to your Constitution Modifier active at one time. If you manifest a new effect that exceeds this number, the oldest manifestation immediately disappears in an appropriate way. Some of your manifestations deal damage or require your target to make a saving throw to resist the feature’s effects. The attack modifier and saving throw DC are calculated as follows:
Spell Save DC
Spell attack modifier
Critical Moment
Starting at 1st level, your speed increases by 10 feet while you are below half of your maximum hit points. This bonus increases when you reach certain elementalist levels, as shown in the Monk table.
At 9th level, you gain advantage on any saving throws or skill checks against being grappled or restrained whenever you are below half of your maximum hit points.
Latent Potential
At 2nd level, you tap into a latent power of your choice detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Inherited Guile
You have, at second level, inherited the chaotic and slippery nature of the planar energy within your body. You may choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Elemental Talent
At third level, you have discovered an aptitude for a certain planar element. Choose an element from the list below.
Fire
You gain resistance to fire damage, and you can add your Constitution modifier to any Manifestation that does fire damage. Additionally, any manifestations involving fire last twice as long, and only require half of the hit point cost.
Wind
You gain resistance to slashing and piercing damage, and you can add your Constitution modifier to any Manifestation that does slashing or piercing damage. Additionally, any manifestations involving wind last twice as long, and only require half of the hit point cost.
Earth
You gain resistance to bludgeoning and piercing damage, and you can add your Constitution modifier to any Manifestation that does bludgeoning or piercing damage. Additionally, any manifestations involving earth or rock last twice as long, and only require half of the hit point cost.
Water
You gain resistance to cold damage, and you can add your Constitution modifier to any Manifestation that does cold damage. Additionally, any manifestations involving water or ice last twice as long, and only require half of the hit point cost.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Critical Moment
Upon reaching 5th level, the movement bonus when lower than half your current hit point maximum increases to 15ft.
Overwhelming Force
Upon reaching 7th level, you have learned to overcharge your elemental power. When using one of your Planar Manifestation options, you can double the hit point cost to overcharge the ability, maximizing the die rolled and adding your choice of advantage or disadvantage to any saving throws or benefits the Manifestation causes. This can be done once every short rest.
Primal Self
At 7th level, your connection to the elemental planes suffuses you with life, granting you immunity to nonmagical poison and disease.
Critical Moment Improvement
At 9th level, you gain advantage on any saving throws or skill checks against being grappled or restrained whenever you are below half of your maximum hit points, and your movement speed bonus at this hit point threshold increases to 20 feet.
Greater Manifestation
Upon reaching 11th level, you have learned to master your ability to manifest elemental power. The first two manifestations you chose when creating this character no longer require a health cost unless they are overcharged.
Critical Moment
At 13th level, your movement speed bonus is increased to 25 feet when lower than half of your current hit point maximum.
Planar Regeneration
Upon 15th level, you have learned to sustain yourself, even as the planar energy you are connected with saps at your being. Whenever you take a short rest, you automatically regain half of the hit points lost to use your Planar Manifestation feature.
Absolute Moment
When you reach 17th level, you have learned to maximize your potential in the moments just before your mortal life ends. When you are below 10 hit points, you double your current movement speed, and you become immune to the prone, charmed, frightened, and stunned conditions.
Critical Moment
At 18th level, your movement speed bonus is increased to 30 feet when lower than half of your current hit point maximum.
Djinni Force
When reaching level 20, you have formed a near perfect connection with the elemental planes. Upon taking damage, you can use your reaction to become immune to that damage type until the end of your next turn. You can use this feature once per long rest.
Latent Powers
Though rare as a whole, there are many different kinds of elementalists in the world, all depending on their own latent abilities. Elementalists usually discover their power a bit before learning to tap into their own specialized talents, so you will choose your latency at second level from the options listed here.
These options represent the latent abilities within yourself. All elementalists have a connection to the planes, but each elementalist has their own talents and latent abilities.
Latent Blast
These elementalists have a natural talent for explosive power that leaves lasting marks on their foes. Often as volatile as a shower of sparks, these elementalists have a knack for causing damage to anything and anyone.
These elementalists are regarded with fear, as they can cause extensive damage to the area around them on a whim. Often sought after for military purposes, these elementalists make excellent demolitions experts.
Blast Senses
At 2nd level, you have already become quite familiar with the feeling and anticipation that comes before an explosion. You have advantage on Dexterity saving throws when dodging explosive traps or spell effects. Additionally, you become proficient with thieve's tools when using them to disarm traps.
Chaotic Expertise
At 6th level, you have mastered the ability to cause havoc and mayhem. Whenever you use a manifestation that covers an area of effect, that area of effect becomes difficult terrain for the duration and for up to 1 minute after.
Volatile Elemental
At 10th level, you connect deeper with the volatile elementals of planes such as fire, frost, and lightning, transforming your body into a nova of elemental power. For 1 minute, you take on the following attributes:
- You shed bright light in a 30 foot radius, and dim light for another 10 feet.
- You randomly affect objects around you, freezing, igniting, or shocking objects up to 15 feet away that aren't being worn or carried.
- Creatures that enter or begin their turn in a space within 15 feet of you must make a Constitution saving throw or take force damage equal to your elementalist level.
You can use this feature a number of times equal to your Constitution modifier, resetting on a long rest.
Lasting Damage
At 14th level, the destruction you cause with your elemental power leaves lasting marks on the land, and your foes. When you deal damage to a creature or group of creatures, you can force those creatures to make a Constitution saving throw or become vulnerable to that type of damage for 1 minute. You can use this feature once every long rest.
Latent Flow
Some elementalists choose to find their way with intricate subtlety. Usually quite reserved, these elementalists are no less powerful than others, choosing instead to dominate through skill and grace, rather than overwhelming firepower.
These elementalists are highly sought after for their skill in mastering the art of movement, be it movement of a conversation, or the shifting waves of battle.
Ebb and Flow
Manifestations
The manifestations listed here are a number of ways elementalists choose to manifest their great and taxing planar power. You can select each manifestation only once, unless the manifestation in question specifies otherwise.
As an action on your turn, you can choose to take force damage equal to your elementalist level to manifest a number of different effects. This damage can not be mitigated in any way.
You can choose two options from the list of Manifestations at the end of this class description, and you gain more as shown in the elementalist table. You can take one of these manifestations and exchange it with another after finishing a long rest.
You may have a number of these effects equal to your Constitution Modifier active at one time. If you manifest a new effect that exceeds this number, the oldest manifestation immediately disappears in an appropriate way.
For manifestations that deal damage, you roll a number of their damage dice equal to your Manifest Multiplier. Some of your manifestations deal damage or require your target to make a saving throw to resist the feature’s effects. The attack modifier and saving throw DC are calculated as follows:
Spell Save DC
Spell attack modifier
Elemental Blast
You summon forth your elemental power, hurling a blast of energy at a target creature within 60 feet of you. Make a ranged spell attack against the target, using your Manifestation attack modifier. On a hit, the target takes nd8 of your choice of cold, fire, lightning, bludgeoning, slashing, or piercing damage.
Elemental Construction
You spend 1 minute to create an object or small structure out of an element such as ice, rock, sand, etc. The object lacks fine detail and cannot contain moving or separate parts. It an be no larger than a 5ft cube, multiplied by your manifestation multiplier. If you are replicating an item you have seen before, you must be familiar with the item in question, such as a key to a lock. The object takes on the properties of that item. The object is considered nonmagical once it has finished forming.
The object or structure lasts up to 1 hour, and can withstand stress or weight up to 200lbs times your manifestation modifier.
Replicate Spell
You can choose a spell from the wizard spell list. The spell can be of any level up to your Manifestation multiplier. It must be a spell that deals damage, and it must be of the evocation school. You can use this spell a number of times equal to your Constitution modifier, with usages resetting on a short rest. The damages or effects of the spell are not affected by your manifestation multiplier, and it requires no components. You can choose this manifestation multiple times.
Wind Cloak
Prerequisite: 5th level
You coat yourself in swirling wind or snow. All ranged weapon or spell attacks have disadvantage to hit you for 1 minute.
Wave Armor
Prerequisite: 5th level
You summon swirls of rapid moving water to cover your body for 1 minute. Melee weapon or spell attacks have disadvantage when targeting you for this duration.
More manifestations coming soon, Had to take break
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Oh my god you guys this was so much fun to make. I hope you guys enjoy this class, and like my many other homebrew stuff, this class is a work in progress. Please always feel free to leave comments or message me about suggestions, edits, and cool thoughts.
Enjoy!
Wayweaver
Cover Art:
More Credits
Ryan Olin for the motivation!
-- for helping me edit my atrocious grammar and spelling
-- for cool ideas
Art Credits
Cover art is by the makers of Guild Wars 2