![](https://cdn.discordapp.com/attachments/1071531504271892641/1126825901569626132/specter_sma_Ancient_samurai_with_a_samurai_mask_weilding_a_kata_3bfe515e-f43d-4c29-a057-535c03b3a701.png)
Elemental Slayer
Holding his father's prided black Ōdachi, a young aasimar summons a conflagration of primal fire to destroy the undead that threaten his family.
A bead of sweat dripping down his head, a Dwarf born with the Cūriyaṉ blood of his ancestors summons an arcane shield to protect his allies from the swing of an ogres greataxe.
Hidden behind a glacier in an icy cave a human cursed by an ancient artifact waits for his chance to ambush the goblins that threaten his home kingdom with a storm of freezing sleet and ice from his longbow.
Elemental slayers are the Primal artists of magic, imbuing their weapons with the elements of the world using an ancient technique of fighting known as "The Art of Elements". Modern elemental slayers need some connection to the ancient era of magic when these techniques were developed and are therefore very uncommon.
Links to Early Magic
All elemental slayers have a powerful connection to the ancient world where magic was a complete mystery. They get their magic from this connection, this could be the blood of a fiery angel who ignited the first Volcano or a cursed amulet created by the first litch.
"The Art of the Elements" allows a slayer to wield the power of an element as a weapon. The element they are able to wield depends upon their connection to the ancient world. If a slayers connection to ancient world is a shard of ice from an ancient never melting glacier then they may control the power of a blizzard for example.
By learning to wield the magic of ancient times through their connection to it, modern elemental slayers can unleash devastating attacks upon their enemies or provide vital aid to their allies.
Creating an Elemental Slayer
To create an Elemental Slayer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then take a look at the Elemental slayer table to see which features you get at each level. The descriptions of those features appear in the "Elemental Slayer Features" section.
Quick Build
You can make an elemental slayer quickly by following these suggestions. Put your highest ability score in Strength or Dexterity, depending on weather you want to focus on melee weapons or archery (or finesse weapons). Your next highest ability score should be Wisdom, or Intelligence if you plan to adopt the Arcane or Moon Elemental Art.
Hit Points
- Hit Dice: 1d10 per Elemental Slayer level
- Hit Points at 1st level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Elemental Slayer level after 1st
Proficiencies
- Armour: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving throws: Strength, Wisdom
- Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception, and Survival.
Starting Equipment
You start with the following equipment in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
![](https://cdn.discordapp.com/attachments/1071531504271892641/1126832471284125716/specter_sma_A_burning_undead_samurai_consumed_by_fire._Old_japa_93fd22de-4552-4684-93c7-1557186c5426.png)
Elemental Slayer
Level | Proficiency Bonus |
Primordial Stamina |
Features |
---|---|---|---|
1st | +2 | 3 | Elemental Art, Elemental Bombardment (1d4) |
2nd | +2 | 4 | Fighting Style, Heightened Sense |
3rd | +2 | 5 | Elemental Art Feature |
4th | +2 | 6 | Ability Score Improvement |
5th | +3 | 8 | Extra Attack, Elemental Bombardment (1d6) |
6th | +3 | 9 | Primordial Resolve (one use), Improved Heightened Sense |
7th | +3 | 10 | Elemental Art Feature |
8th | +3 | 11 | Ability Score improvement |
9th | +4 | 13 | Underlying Absolution, Primordial Resolve (two uses) |
10th | +4 | 14 | Elemental Art Feature |
11th | +4 | 15 | Extra Elemental Bombardment, Elemental Bombardment (1d8) |
12th | +4 | 16 | Ability Score Improvement |
13th | +5 | 18 | Elemental Art Feature |
14th | +5 | 19 | Elemental Heterogeneity, Elemental Bombardment (1d10) |
15th | +5 | 20 | Elemental Art Feature |
16th | +5 | 21 | Ability Score Improvement |
17th | +6 | 23 | Seeking Bombardment, Elemental Bombardment (1d12) |
18th | +6 | 24 | Elemental Art Feature |
19th | +6 | 25 | Ability Score Improvement |
20th | +6 | 26 | Form of The Ancient World |
Elemental Art
A connection to the ancient times grants you a gateway to ancient magic. This gateway allows you to perform elemental arts tied to the element you are connected to. The element which a Slayer is connected to is their most defining feature.
Choose from one of the following Elemental Arts to specialize in: Arcane, Blizzard, Moon, Ocean, Sun, and Storm.
Your Choice grants you features when you choose it at 1st level and again at 3rd, 7th, 10th, 13th, 15th, 17th, 18th and 20th level. Each of these are detailed at the end of the class description.
Primordial Stamina
Your elemental arts are fueled by primordial magic, the strength of this link is represented by your Primordial Stamina. You have an amount of Primordial Stamina equal to your level + your proficiency bonus as shown in the Primordial Stamina column of the Elemental Slayer table.
When you spend a Primordial Stamina it is unavailable until you finish a long rest, at the end of which you draw back all expended Primordial Stamina into yourself.
Some of your elemental arts features require your target(s) to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Art Save DC
Or
Art Save DC
Elemental Bombardment
At 1st level you are able to unleash elemental energy from your weapon after an attack. Immediately after you take the attack action on your turn you can use a bonus action to make an attack roll against the same target as your previous attack.
Alternatively you may use this as a bonus action on a creature within 60ft of you, after performing an elemental art as an action or as part of an action.
Using Wisdom as your modifier if you choose Art of the Blizzard, Ocean, Sun or Storm and using Intelligence as your modifier if you choose Art of the Arcane or Moon. This attack deals damage equal to; 1d6 + your wisdom or intelligence modifier, the type of damage is determined by your Elemental Art as follows:
- Arcane: Force damage
- Blizzard: Cold damage
- Moon: Psychic damage
- Ocean: Bludgeoning damage
- Sun: Fire damage
- Storm: Lightning or Thunder damage
If you engage in two-weapon fighting you instead deal an extra 1d6 damage of the appropriate type.
The die for this damage increases to 1d6 at 5th level, 1d8 at 11th level, 1d10 at 14th level and 1d12 at 17th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Heightened Sense
At 2nd level, your attunement to your ancient connection greatly improves one of your senses you can choose one of the following senses; Touch, Smell or Sound. You have advantage on perception and investigation checks made using this sense.
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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Primordial Resolve
At 6th level, you can draw from a Primal well of willpower when you are in danger. As a reaction when you drop below one-quarter of your maximum hit points, or as a bonus action on your turn while you are below half of your hit points, you gain temporary hit points equal to your 1d6 + Elemental Slayer level for the next minute. While you have these temporary hit points you have advantage on saving throws.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use this twice before a rest.
![](https://media.discordapp.net/attachments/1071531504271892641/1126838407033782322/specter_sma_A_bandit_with_a_hand_axe_surrounded_by_lightning._O_6e417cf2-8af2-4909-ab2e-bac13c001600.png?width=1051&height=700)
Improved Heightened Sense
At 6th level, your Heightened sense is enhanced further. You gain the following benefits out to a range of 10ft :
- Either blindsight if your heightened sense is smell or sound, or tremorsense if it's touch.
- Advantage on insight checks as your heightened senses allow you to read more subtle cues of those close to you
Underlying Absolution
At 9th level, damage dealt by your Elemental Bombardment and Elemental Art Features overcomes resistances. You also gain resistance to the damage dealt by your elemental bombardment.
Additionally you regain 4 Primordial Stamina whenever you finish a short rest.
Extra Elemental Bombardment
Beginning at 11th level, you can attack twice, instead of once, whenever you use your Elemental Bombardment feature.
If you engage in two-weapon fighting the damage then the number of dice you roll for the extra damage dealt with your Elemental Bombardment increases by 1.
Elemental Heterogeneity
At 14th level, you learn how to utilize other elements using your link to the ancient magic. You are able to choose the damage type that your elemental bombardment deals from Force, Cold, Psychic, Bludgeoning, Fire, Lightning or Thunder.
Seeking Bombardment
At 17th level, when you make an attack roll for an elemental bombarment and miss, you can spend 2 primordial stamina to reroll the d20, and you must use the new roll.
Form of the Ancient World
At 20th level you can assume the form of a force from the ancient world. Taking a form of your choice. For example if you follow Art of the Sun you body might become covered in flames, or if you follow Art of Arcane glowing arcane cracks in reality might start to appear all over your body.
Using your action you undergo a transformation.
For one minute you gain the following benefits:
- At the Start of each of your turns you gain 2 Primordial Stamina.
- Whenever you use Elemental Bombardment it deals 2d12 extra damage
- Whenever you use an Elemental Art feature that requires an attack roll, you make the attack roll with advantage.
- Creatures have disadvantage on saving throws against your Elemental Art features.
Once you use this feature you must finish a long rest before you can use it again.
Elemental Arts
A slayer's elemental art, defines how they fight. Elemental slayers practicing different Arts foster connections to different aspects ancient worlds. Whatever the connection may be there are only records of the following types of Slayers: Arcane, Blizzard, Moon, Ocean, Sun, and Storm.
Art of the Arcane
Channeling the chaos of the world harnessed in its purest form through your fighting, the first and most unpredictable of the Elemental Arts.
Arcane Pulse
Starting at 1st level, as an action, you may spend 1 Primordial Stamina to attempt to push or pull all creatures nearby. When you use this Art choose to push or pull. All creatures within 15ft of you take 1d4+1 force damage and must make a Strength saving throw. On a failure, they are pushed or pulled up to 15ft depending on the chosen effect. On a success, they are not pushed or pulled. This also affects any loose objects within 15ft of you that are not being worn, held or carried.
Mana Bind
At 3rd level, After you see a creature within 60ft of you cast a spell between 1st and 5th level with a casting time of less than 1 minute, as a reaction you may spend a number of Primordial Stamina equal to twice the level at which the spell was cast to bind the magic to yourself allowing you to immediately cast the spell without needing material or somatic components using Intelligence as your spellcasting modifier.
Spell Stunt
At 3rd level whenever you land a critical hit with your elemental bombardment the target of your attack becomes unable to cast spells for 1 round. Additionally if they are concentrating on a spell then they lose concentration.
Unstable Shield
At 7th level when a creature within 60ft of you is hit by an attack you can use 2 Primordial Stamina to create an arcane shield around them as a reaction. Giving them a bonus to their AC equal to 1d8 until the end of your next turn possibly stopping the attack from hitting.
As an action on your next turn you may cause the shield to shatter ending its effects early, to deal damage equal to twice the AC bonus granted to all creatures within 20ft of the target but not the target themselves.
Chaotic Channel
At 7th level, as an action, you may spend 5 Primordial Stamina to rapidly cast 3 random spells or effects from the table on the next page without the need for the material or somatic components, using intelligence as your spellcasting modifier for each of them.
The targets of these spells or area of effect are chosen randomly by the GM. If there is no creature in range for a spell then the spell fails.
![](https://cdn.discordapp.com/attachments/1071531504271892641/1126844292632166470/specter_sma_An_arcane_tornado_of_purple_magical_energy._Old_Jap_3b46e4a6-442b-450d-b774-892059cb8cdf.png)
1-50 | 51-100 |
---|---|
1: Nothing happens | 51: Mirror Image |
2-3: Detect Thoughts | 52: Sanctuary |
4-5: Bane | 53-54: Shield |
6-7: Bless | 55-56: Shield of Faith |
8: Burning hands | 57-58: Silent Image |
9: Animal Friendship | 59: Sleep |
10: Fear | 60: Thunderwave |
11: Darkvision | 61: Levitate |
12: Charm person | 62: Fly |
13: Arcane Eye | 63: See Invisibility |
14: Arcane Hand | 64: Invisibility on all creatures in 30ft of you |
15: Command | 65: You become very drunk |
16: Cure wounds | 66-67: Sending |
17-18: Daylight | 68-69: Dispell all magic of 3rd level or lower in 1 mile radius |
19: Shatter | 70: Fireball centered on yourself |
20-21: Entangle | 71-72: You cast 2 more random spells/ effects from this style |
22-23: Faerie Fire | 73-74: You can't use Elemental Bombardment for 1 minute |
24: False Life | 75-76: Aid |
25: Feather Fall | 77: Acid Arrow |
26-27: Fog cloud | 78-79: Fireball |
28-29: Goodberry | 80-81: Arcanist’s Magic Aura |
30-31: Grease | 82-83: Calm Emotions |
32: Guiding Bolt | 84-85: Mass Healing Word |
33: Healing word | 86-87: Lightning Bolt |
34: Heroism | 88-89: Darkness |
35-36: Misty Step | 90-91: Darkvision |
37-38: Hideous Laughter | 92-93: Detect thoughts |
39-40: Hunter's Mark | 94: Lesser Restoration |
41-42: Transform into a potted plant for 1 minute | 95: Scorching Ray |
43-44: Inflict Wounds | 96: Rope Trick |
45-46: Jump | 97-98: Enhance Ability |
47-48: Longstrider | 99: Enlarge/Reduce |
49-50: Magic Missile | 100: Regain 5 Primordial Stamina |
Bombardment of Chaos
At 10th level, once per turn when you hit a creature with your elemental bombardment you can spend 1 Primordial stamina to teleport yourself up to 10ft to an unoccupied space. You can also teleport the target of your attack up to 10ft to a different unoccupied space.
Mana-Field
At 13th level as an action, you may summon a 30ft radius sphere of arcane energy centered at a point within 60ft of you that remains for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
The Mana-Field has the same initiative as you but acts after you, at the start of its turn you must spend 3 Primordial Stamina to maintain it. You can command the field to move up to 30ft, and you may choose one of the following effects to occur:
-
Dull Magic field: Spells cannot be cast from within the field.
-
Enlarging field: All Creatures within the sphere grow larger or smaller according to the Enlarge/ Reduce spell until the start of the Mana-fields next turn.
-
Unstable field: Magic missiles fly from cracks of mana within the field and crash into creatures within the field. Each creature within the field takes 1d4+1 force damage, this damage can be prevented with the use of a shield spell.
-
Vanishing field: POOF! All creatures within the field become invisible. Anything the targets are wearing or carrying become invisible as long as it is on the target's person. A targets invisibility lasts until the start of the fields next turn.
-
Sickening field: Sickening necrotic energy fills the sphere rotting the muscles of those within it. All creatures in the field must make a Constitution saving throw. On a failure, the target deals only half damage with weapon attacks that use Strength until the start of the Mana-fields next turn.
Crackling Reality
At 15th level, you are able to create cracks in reality that fire darts of manna from them. Once per turn when you hit a creature with your elemental bombardment you may spend 4 Primordial Stamina to simultaneously cast Magic Missile at 1st level without the need for the Somatic components. Intelligence is your spellcasting modifier for this when you cast the spell in this way.
Arcane Singularity
At 18th level when you complete a long rest you can prepare any spell of 7th level or below from the Wizard spell list. Once per long rest you can cast this spell at 7th level without the need for the verbal or somatic components, using intelligence as your spellcasting modifier.
Art of the Blizzard
Controlling the battlefield with icy gusts of wind and powerful avalanches. Patience and careful planning using deadly traps of ice gives these Elemental Slayers a powerful advantage in battle.
Sleet Strike
At 1st level, as an action you may spend 1 Primordial Stamina to create freezing wind and sleet in a 15ft cone from you in a direction of your choosing until the end of your next turn.
The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the area, the creature must make a successful Constitution saving throw or lose concentration.
Protective Glacier
At 3rd level, you may expend 2 stamina points to protect yourself with a layer of freezing winds. For the next hour you gain 10 temporary hit points. If a creature hits you with a melee attack while you have these hitpoints the creature takes 10 cold damage.
Flash Freeze
At 3rd level whenever you land a critical hit with your elemental bombardment the area in a 30ft radius around the target of your attack becomes covered in thick snow and an icy wind for 1 minute. This area is difficult terrain for any number of creatures of your choice.
A creature you chose to be effected by this difficult terrain also takes 1d10 cold damage if they are in the area at the start of their turn, or if they enter the area for the first time on their turn.
Verglas Veil
At 7th level you can spend 5 Primordial Stamina as an action to create a 20ft wide, 40ft tall cylinder of protective wind or ice within 50ft of you for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). All creatures within this area gain a +2 bonus to their armour class and critical hits count as normal hits.
Spiteful Chill
At 7th level you can spend 5 Primordial Stamina as an action to create a 30ft Wide 40ft tall cylinder of a spiteful harsh frost within 50ft of you for up to 1 minute.
The area becomes difficult terrain for the duration and when a creature other than you starts its turn in this area or moves into this area for the first time on its turn, it must make a Strength saving throw. It takes 3d10 cold damage and is restrained. On a successful save it takes half as much and is not restrained.
A creature restrained can use its action to make a Strength check against your Art save DC. On a success, it frees itself.
Bombardment of the North Wind
At 10th level, once per turn when you hit a creature with your elemental bombardment you can spend 1 primordial stamina to reduce their speed by 10 until the start of your next turn.
Cold Mountain Hurricane
At 13th level, as an action, you may Spend 7 Primordial Stamina to call upon freezing winds which surround you in a 20ft radius for up to 1 minute.
When you use this ability you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save the creature takes 3d8 cold damage and has their speed reduced to 0 on that turn as they must break free from the freezing ice that forms around them. On a successful save, the creature takes half as much damage and does not have their speed reduced.
Instant Haze
At 15th level, you are able to create a brief but deadly hailstorm. Once per turn when you hit a creature with your Elemental Bombardment you may Spend 4 Primordial Stamina to simultaneously cast Fog Cloud spell at 1st level without the need for the somatic or material components. Wisdom is your spellcasting modifier when you cast the spell in this way.
Aura of Icy Wind
At 18th level, you are able to permanently protect yourself and nearby allies by summoning icy winds. creatures of your choice within 15ft of you (including yourself) have a +1 bonus to their armour class.
Art of the Moon
The subtle Elemental Art of tricking your enemies with a primal form of illusion and enchantment that give an important edge in battle.
Crescent Trick
At 1st level you learn the Minor Illusion cantrip using intelligence as you spellcasting modifier, if you don't already know it. Additionally;
You may cast Minor Illusion as a bonus action instead of an action.
You may spend 1 Primordial stamina to empower your illusions. For the next 10 minutes you may have an additional number of minor illusions equal to your intelligence modifier (minimum of 1) active at once.
Enchanting Ballet.
At 3rd level, when creature comes within 10ft of you, you may spend 2 Primordial Stamina to attempt to subtly enchant them as a reaction. The target must make a Wisdom saving throw. On a failed save they have disadvantage on attack rolls against you and cannot make attacks of opportunity against you until the end of their next turn.
Chains of Umi
At 3rd level whenever you land a critical hit with your elemental bombardment the target of your attack becomes entangled in a psychic web of chains. The target becomes frightened of you for for 1 round. While frightened in this way the targets speed becomes 0.
Mind Trap
At 7th level you can spend 3 Primordial Stamina to cast Calm Emotions or Enthrall using this ability. You may also spend 4 Primordial Stamina to cast Fear. Intelligence is your spellcasting modifier for spells cast in this way.
Spells cast in this way do not require the somatic or material components.
Bombardment of the Night
At 10th level, once per turn when you hit a creature with your elemental bombardment you can spend 2 Primordial Stamina to cause magical darkness to spread in up to a 5ft radius around you.
The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
The darkness created does not follow you if you move. The effect ends at the start of your next turn.
Eight Phase Phantasm
At 13th level, as an action you may Spend 8 Primordial Stamina to cause each of the following effects in order:
- New: You go under the effects of the Invisibility spell, while active the spell requires concentration as normal.
- Waxing Crescent: Your Elemental Bombardments deal an additional +2 damage for the next minute.
- First Quarter: You immediately cast Silent Image, no action or concentration required.
- Waxing Gibbous: You may immediately teleport to an unoccupied space you can see within 50ft of you.
- Full Moon: You go under the effects of the Mislead spell, while active the spell requires concentration as normal.
- Waning Gibbous: You may immediately teleport to an unoccupied space you can see within 200ft of you.
- Third Quarter: You immediately cast the Moonbeam spell, no action or concentration required.
- Waning Crescent: Your Elemental Bombardments deal an additional +4 damage for the next minute.
One effect occurs immediately when you use this ability and then at the start of each of your following turns.
Swift Mind Bending
At 15th level, you are able to swiftly bend a creatures mind to give yourself an advantage in battle. Once per turn when you hit a creature with your Elemental bombardment you may spend 4 Stamina Points to simultaneously to cast Command at 1st level on the creature you attacked. Intelligence is your spellcasting modifier when you cast the spell in this way.
Endless Eclipse
At 18th level,
Art of the Ocean
With the versatility of water, these Elemental slayers can adapt to almost any situation allowing them to turn the tides to their favour regardless of how dire things are.
Water Surface Seize
At 1st level, as an action you may spend 1 Primordial Stamina to attempt to trap a creature within 30ft of you that is huge or smaller inside a dome of water. The creature must make a Strength saving throw or become trapped inside the dome. While in the dome the target is restrained.
The dome has an AC equal to your Art DC, and has 1 Hit Point. The target is freed if the dome is reduced to 0 hit points.
Any attacks against the target, other than your own, first deal damage to the dome with any excess damage carrying over to the creature within.
Water Wheel
At 3rd level, you may spend 2 Primordial Stamina before you make an attack roll or ability check that relies on Strength or Dexterity to create a versatile wheel of water around yourself. When you do this you may add 1d6 to the roll.
Cloudburst
At 3rd level whenever you land a critical hit with your elemental bombardment, the target becomes restrained for 1 round.
Waterfall Rush
At 7th level, you can spend 3 Primordial Stamina to create Cylinder of rushing water 10ft in radius and up to 40ft tall, centered on a point you choose within 60ft of you. The rushing water lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). While in this cylinder creatures must swim instead of walking, and must make a Strength (Athletics) check in order to move against the flow of water.
A creature that is in the rushing water at the start of their turn, or moves into the rushing water for the first time on their turn must make a Strength saving throw or be pushed out of the top or bottom of the rushing water (your choice).
If the space a creature should move into is blocked by a solid object, a ceiling or a floor then the creature instead remains inside the rushing water and takes 1d8 bludgeoning damage for every 10ft they were moved.
Additionally, if a falling creature lands on the rushing water, you may choose to cushion or intensify their fall. If you cushion their fall, the damage they would take from falling is reduced by 4d8. If you intensify their fall they take an additional 4d8 bludgeoning damage from falling.
Striking Waves
At 7th level you can spend 4 Primordial Stamina to cast the Control Water Spell.
Bombardment of Tides
At 10th level, once per turn when you hit a creature with your elemental bombardment you can knock a creature off balance with an onslaught of crashing waves. When you do this the next attack against the creature has advantage.
Waking Dash
At 13th level, as an action, you can Spend 6 Primordial Stamina to move 60ft in a straight line. When you finish your movement a line of water will remain behind you where you traveled. The line ripples out to forming a 60ft cone behind you. All creatures within the cone are engulfed in water and must make a Constitution saving throw. On a failed save the creature takes 6d6 Bludgeoning damage, if the creature requires air to breath then they also become poisoned for the next minute as their lungs fill with water. On a successful save the creature takes half as much damage and is not poisoned.
A poisoned creature can make a constitution saving throw at the end of each of their turns, ending the effect on a success.
Dead Calm
At 15th level, you are able to enter a state of complete tranquility, like a still ocean, when you strike. Once per when you hit a creature with your Elemental Bombardment you can spend 4 Primordial Stamina to simultaneously cast Heroism on yourself at 1st level without the need for the somatic components. Wisdom is your spellcasting modifier when you cast the spell in this way.
Endless Flux
At 18th level,
Art of the Sun
Conjuring the life giving force of the Sun itself to destroy your enemies with a storm of fire or heal your allies with the light of life.
Life Waltz
At 1st level, you can spend 1 Primordial Stamina to perform a Waltz of life as an Action surrounding yourself in embers. You restore 1d8 + your Wisdom modifier hit points to one creature within 30ft of you.
Scorching Crimson Mirror
At 3rd level as part of an attack you may spend 2 Primordial Stamina increase your range by 30ft, as you send plumes of fire from your weapon towards them. On a hit you deal your normal weapon damage and the creature catches fire for 1 minute.
While on fire the target takes 2d6 fire damage at the start of each of their turns. The target can make a Dexterity saving throw at the end of their turn, ending the effect on a success.
Solar Flare
At 3rd level whenever you land a critical hit with your elemental bombardment the target of your attack is blinded by an intense flash of sunlight for 1 round.
Burning Sun
At 7th level, as an action you may use 4 Primordial Stamina to create a sphere of radiant energy in a sphere around you, lighting it up with 60ft of bright light and 60ft of dim light, which lasts for up to 10 minutes, or until you use an action to dispel it.
When you use this ability you can choose up to 3 creatures within 60ft of you restoring 1d8 + your Wisdom modifier hit points to them.
Additionally you may choose up to 3 creatures within 60ft of you to attempt to burn with this radiant light. They must make a Dexterity saving throw or take 2d8 radiant damage on a failed save or half as much on a successful save.
Parhelion Rainbow
At 7th level, as a reaction you take when a creature within 20ft of you (other than yourself) is hit with a melee weapon attack you can use 2 Primordial Stamina to surround them in a bright spiral of multicolored fire that burns the attacker. The attacker must make a Dexterity saving throw. On a failed save the attacker takes 2d10 fire damage and has disadvantage on attacks they make against the target until the end of their next turn on a failed save. On a successful save they take half as much damage and suffer no further effects.
Bombardment of Life
At 10th level, once per turn when you hit a creature who is hostile towards you with your elemental bombardment and an ally is within 10ft of you, you may deal an additional +1d4 radiant damage and heal the ally by this amount.
Sunflower Lance
At 13th level, as an action, you may spend 6 Primordial Stamina to create a 60ft line of fire or radiance in front of you.
If you choose fire then all creatures in the line must make a Dexterity saving throw. They take 6d6 fire damage on a failed save or half as much on a successful save.
If you choose radiance then all creatures within the line recover 6d6 hit points.
Halo Dragon
At 15th level, you can summon the power of radiant dragons of fire from the ancient world. Once per turn when you hit a creature with your elemental bombardment you may spend 4 Primordial Stamina to simultaneously cast Burning Hands at 1st level without the somatic components. Wisdom is your spellcasting modifier for this when you cast the spell in this way.
Alms of Life
At 18th level whenever your Elemental Arts Heal a creature (other than yourself) within 10ft of you, you gain a number of hit points equal to half the amount healed.
![](https://cdn.discordapp.com/attachments/1071531504271892641/1126864345058508810/specter_sma_A_dragon_made_of_fire_flying_through_the_air_0c7fabe1-d71f-4938-aa79-f0920a2525f1.png)
Art of the Storm
The violent combination of adrenaline, willpower and primal magical rage brew within you during a battle to create a storm of thunder and lightning.ho
Lightning Sprint
At 1st level, you may spend 1 Primordial stamina to bolster your agility as an action, resembling the speed of a lightning bolt. For the next minute after using this ability your speed is increased by +20ft. This effect ends early if you use it again.
Thunderclap
At 3rd level, when you make the dash action on your turn you may use 1 Primordial stamina to make a single attack against a creature you move within 5ft of.
You may expend an additional 2 Primordial Stamina to attack one additional creature. You may repeat this up to a maximum of 6 creatures (maximum of 1 attack per creature.)
When you make an attack in this way you deal an additional 1d8 lightning or Thunder damage (your choice). When you use this feature you cannot be targeted by opportunity attacks.
Deafening Spark
At 3rd level whenever you land a critical hit with your elemental bombardment the target of your attack is deafened by the loud clap of thunder from your attack for 1 round.
You also roll one additional Elemental Bombardment damage die when determining the extra damage for the critical hit.
Static Shock
At 7th level, whenever you roll initiative you may add your Wisdom modifier to the roll. Additionally, you may spend 1 Primordial Stamina to swap your position in the initiative order with another willing creature.
Embellish Lightning
At 7th level, you can spend 5 Primordial Stamina as an action to create a stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. Additionally you can teleport to any point along the line.
Bombardment of the Summit
At 10th level, once per turn when you hit a creature with your elemental bombardment and you have unused movement remaining you may reduce your speed to 0 until the end of your turn. For each 10ft of unused movement you had remaining your attack deals 1 extra damage up to a maximum of 5.
Destructive Discharge
At 13th level, once on your turn when you hit a creature with weapon attack you may spend 8 Primordial Stamina to discharge an overwhelming amount of lightning through them. The creature must make a Constitution saving throw. On a failed save the creature takes an additional 10d6 lightning damage and they are paralyzed until the start of your next turn. On a successful save the creature takes half as much damage and is not paralyzed.
Thunderous Strike
At 15th level, you can summon a wave of thunder to back up your attacks. Once per turn when you hit a creature with your elemental bombardment you may spend 4 Primordial Stamina to simultaneously cast Thunderwave at 1st level without the somatic components. Wisdom is your spellcasting modifier for this when you cast the spell in this way.
![](https://cdn.discordapp.com/attachments/1071531504271892641/1126867111667568771/specter_sma_A_handrawn_sketch_of_a_purple_lightning_bolt_striki_21a22df8-602b-4a5c-816e-dcf8b6e5e9eb.png)