Elementist

by Tertanum

Search GM Binder Visit User Profile
Elementist

Elementist

A drow looks up suspiciously as his hair gets picked up by a gust of wind. Suddenly his feet are stuck in the ground that grapples around him. He knows it is too late for him, as he looks up to see a half-elf set aflame walking towards him.

The group of adventurers look in awe at the motionless and bloodied body of their friend, when he opens his blue shining eyes and the ground starts rising around him.

The orc looks in surprise at the sea, as it breaks open and a vulcanic eruption originates from within it. In the middle of that lava, the silhouette of a human can be seen.

 
The state of gas, Air. The state of fluids, Water. The state of solids, Earth. The energy that binds that all together, Fire. Whatever their origins, whatever their intent, all Elementists have a deep understanding of the matter that makes up the world around them, and in innate power to manipulate it.

The Fervor of Battle

Elementists have a connection to the primordial realms that is hidden deep within them. To draw upon this power is difficult, and not always possible. It is only in the heat of the battle that the primordial powers sense your need and open themselve up to you. Elementists tap deeper into their connection to nature as the fight progresses, unlocking increasingly strong effects during battle.

Creating an Elementist

The most important aspect to consider when making an elementist is the origin of your power. What causes you to be able to excess your Primordial Power. Is it a gem embedded in your chest, an elemental trapped in your body, or were you born with an innate connection.

Another important aspect of the elementist is the connection you have to the primordial realms. Do you live in harmony with the elemental realms, or are you a parasite feeding on its power. You need to choose a primordial connection at third level, but it is advised to decide before then, and shape your character's personality and decisions in the earlier levels around this choice.

Elementist range from all alignments, but the unordered nature of the elements causes most elementists to be chaotic.

Quick Build

You can make an Elementist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by constitution or charisma, based on your subclass. Second, choose the outlander or folk hero background.

Elementist
Level Proficiency Bonus Features Primordial Power 1st 2nd 3rd 4th 5th
1st +2 Elemancy , Primordial Power, Ascendancy, Elemental Affinity 12
2nd +2 Spellcasting, Natural Alteration 14 2
3rd +2 Whirl of Elements, Primordial Connection 16 3
4th +2 Ability Score Improvement 18 3
5th +3 Extra Attack 20 4 2
6th +3 Primordial Connection Feature 22 4 2
7th +3 Elemancy 24 4 3
8th +3 Ability Score Improvement 26 4 3
9th +4 28 4 3 2
10th +4 Elemental Traverse 30 4 3 2
11th +4 Primordial Connection feature 32 4 3 3
12th +4 Ability Score Improvement 34 4 3 3
13th +5 36 4 3 3 1
14th +5 Elemancy 38 4 3 3 1
15th +5 Primordial Connection Feature 40 4 3 3 2
16th +5 Ability Score Improvement 42 4 3 3 2
17th +6 44 4 3 3 3 1
18th +6 Primordial Access 46 4 3 3 3 1
19th +6 Ability Score Improvement 48 4 3 3 3 2
20th +6 Force of Nature 50 4 3 3 3 2

Class Features

As an Elementist, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Elementist level
  • Hit Points at 1st Level: 10 + your constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Elementist level after 1st.

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Wisdom, Strength
  • Skills: Choose three from Arcana, Athletics, Insight, Intimidation, Nature, Perception, Survival

Equipment

You start with the following equipment:

  • (a) An Explorer's Pack (b) A Dungeoneer's Pack
  • Arcane Focus
  • Leather armor and any simple weapon

If you forgo this starting equipment, as well as the items offered by your background. You start with 2d4 x 10 gp to buy your equipment.

Multiclassing as the Elementist

Ability Score Minimum. You need at least a Wisdom score of 13 to take a level in this class.
Proficiencies Gained. When Elementist is not your initial class, you do not gain any proficiencies when picking this class.
Spell Slots. Add half your levels (rounded down) in the Elementist class to the appropriate levels from others classes to determine your available spell slots. When casting a spell gained from this class, you need a minimum amount of Primordial Power.

Elemancy

You have an innate connection to the fabric of reality around you. You can manipulate the raw energies of the elements around you to attack.

 
When you make an unarmed strike, you can replace it with an Elemancy attack. When you do, choose one of the following elements. Each element gives an effect until the beginning of your next turn.

Element Damage Effect
Fire Fire Whenever someone attempts to grapple you, they take 1d6 fire damage
Water Cold You may end your move in the space of another creature
Air Slashing You may make a high or long jump without moving 10 feet first
Earth Bludgeoning You ignore difficult terrain

These attacks count as melee weapon attacks with which you are proficient. The attack bonus equals your proficiency bonus + your Wisdom modifier. The damage is 1d6 + Wis and increases to 2d6 at 7th level and 3d6 at 14th level in the Elementist class.

 
Starting at 7th level in this class, your elemental attacks become more potent, gaining the following abilities. Your attacks now count as magical for overcoming resistances.

Element Ability
Fire A creature hit by this attack must subtract 1d4 from the next attack roll it makes
Water When you hit a creature with this attack, you may choose another target within 5 feet and deal 2d4 cold damage to it
Air Reach, 10ft
Earth A creature hit by this attack is pushed back 5 feet

 
These abilities become more potent at 14th level in this class.

Element Ability
Fire A creature hit by this attack has disadvantage on its next attack
Water When you hit a creature with this attack, you may choose another target within 10 feet and deal 3d4 cold damage to it
Air Reach, 15ft
Earth A creature hit by this attack is pushed back 15 feet

Elemental Affinity

Your exposure to the primordial realms has caused you to notice the soul within the elements around you. You can feel the passion of fire, calmness of water, freedom of air and stoicism of the earth.

 
Starting at 1st level, you speak, read and write primordial and can communicate with the elements around you. For example, a campfire might motivate you to persue your dreams, or the ground can tell you the path to the mountain.

As long as you are incapacitated, your Primordial Power does not decrease, but cannot increase either. You still loose all Primordial Power after spending 10 minutes without attacking or being attacked by a hostile creature.

Primordial Power

As an elementist, your primordial energy is stored deep within the Arcane Focus connected to you. Accessing this energy requires you to get in touch with the primordial realms through battle.

 
You have a primordial power pool equal to the amount indicated in the Elementist table. This is the maximum amount of power you have excess to. At default you have 0 primordial power. You can build up primordial power through combat as indicated in the list below.

 
Accessing the primordial realms is challanging, and the primordial realms only open themself up to you in time of need. You can only gain Primordial Power after having rolled initiative, as indicated by your DM. You loose half your maximum Primordial Power after every 10 minutes without attacking or being attacked by a hostile creature.  

Primordial Power Buildup:
  • Making an Elemency attack against a hostile creature: 1 PP
       This becomes 2PP at 7th and 3PP at 14th level.
  • Casting a cantrip with Whirl of Elements: 1 PP
       This becomes 2PP at 11th
  • Whenever you take damage, you gain PP equal to one fifth of the damage taken (rounded down)
  • Killing an creature that is hostile towards you: 2 PP
  • Succeeding on a saving throw: 1 PP
  • Casting a spell: PP equal to the spells level

Ascendancy features

5 Primordial Power

Fire: Enemies within 5 feet of you wearing medium or heavy armor take 1d4 fire damage at the start of each of their turns.
Water: Whenever an ally within 20 ft of you gains (temporary) hitpoints, they gain that much +1 instead.
Air: Your movement speed increases by 10 feet.
Earth: All the ground in a 10 foot radius around you becomes difficult terrain. You are unaffected by this difficult terrain.

10 Primordial Power

Fire: You gain resistance to fire and cold damage.
Water: You gain resistance to acid and bludgeoning damage.
Air: You gain resistance to thunder and lightning damage.
Earth: You gain resistance to slashing and piercing damage.

15 Primordial Power

Fire: Your Elemancy attacks gain + 5 feet range.
Water: You gain a 1d4 bonus to all saving throws.
Air: You may use your bonus action to take the dodge or disengage action.
Earth: You gain a +1 bonus to your armor class.

20 Primordial Power

Fire: Whenever you are hit with a melee attack, the attacker takes 1d6 fire damage.
Water: Whenever you take bludgeoning, piercing, or slashing damage, you may subtract 1d4 from that damage.
Air: You gain a flying speed of 20 feet.
Earth: You cannot be pushed back or knocked prone.

 
 
 
   
   
   
   
   
   
   

Ascendancy

In the heat of battle, As your access to the elemental realms grows, you become more and more powerful, increasingly resembling an avatar of the primordial.

 
Starting at 5th level, when you reach certain milestones in your primordial power, you may choose an effect offered for that milestone and benefit from it for as long as your Primordial Power remains at or above that milestone. When your Primordial Power drops and reaches the milestone again, you may make a different choice.

 
The DC for effects that requires saving throws equals your spell save DC.

 
The effects of Ascendancy stop when you become unconscious.

25 Primordial Power

Fire: Everyone within 20ft of you deals +1d6 fire damage on weapon attacks.
Water: You and every ally who starts their turn within 20 feet of you gains 1d8 temporary hit points.
Air: A dome forms in a 20ft radius around you. Everyone except you within the area must make a dexterity saving throw at the beginning of their turn or be pushed 10 feet in a random direction. Ranged weapon attacks get disadvantage when shot from outside to inside.
Earth: As a bonus action on each of your turns, you can make a 10x10x20 feet monolith rise from the ground within 60 feet of you. Anyone standing on the monolith stays there. If the top of the monolith collides with a ceiling, anyone on it makes a Dexterity saving throw. On a success, they get off in time. On a failure, they take 3d8 bludgeoning damage and fall off. The monolith does not return to the ground.

35 Primordial Power

Fire: Whenever an enemy within 20 feet of you is hit by an attack that deals fire damage, they are set aflame. They have disadvantage on all attack rolls and take 2d6 fire damage at the start of their turns. They must make a Dexterity saving throw to end the effect at the beginning of each of their turns.
Water: Whenever an enemy starts their turn within 10 feet of you, they succeed on a Strength Saving throw or be grappled. They can make a Strength Saving throw at the beginning of each of their turns. The grapple ends on a success.
Air: A lightning storm rages around you. Every enemy that starts their turn within 30 feet of you takes twice your Wisdom modifier lightning damage. Their movement speed is halved until the end of their turn.
Earth: Shards of rock erupt from the ground and soar around the battlefield. Every ranged attack within 60 feet of you has disadvantage. As a bonus action on each of your turns you can direct shards to crash into the ground. Choose 15x15 feet area within 30 feet of you. Anyone in that space must make Dexterity saving throw. They take 4d8 bludgeoning damage on a fail and half as much on a success.

45 Primordial Power

Primordial Avatar: You may take an extra action on each of your turns, you may only make one attack instead of two when using the attack action on this extra action.
Elemental Demi-God: You gain +2 on all ability scores, to a maximum of 22. Any feature that gets extra uses because of this, has the use immediately available, including your maximum and current hit points. You do not regain those uses when you take this feature for the second time per long rest.

55 primordial Power

When you reach 55 primordial power, you may choose a second effect for all of the aforementioned milestones.

Spellcasting

By 2nd level, you have learned to draw on your primordial energy to cast spells. See Spells Rules for the general rules of spellcasting and the end of this class description for the Elementist spell list.

Preparing and Casting Spells

The Elementist table shows how many spell slots you have to cast your Elementist spells. To cast one of your Elementist spells of 1st level or higher, you must have the required amount of Primordial Power and expend a slot of the spell’s level or higher, as well as the required Primordial Power as specified above. You regain all expended spell slots when you finish a long rest.

 
You prepare the list of Elementist spells that are available for you to cast, choosing from the Elementist spell list. When you do so, choose a number of Elementist spells equal to your Wisdom modifier + half your Elementist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Elementist, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Elementist spells requires time spent in connection with yourself and the world around you: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Elementist spells, since their power derives from your connection to the fabric around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elementist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

The object through which you are connected to the primordial realms serves as your Spellcasting Focus

Natural Alteration

Starting at 2nd level, careful elemancing allows you to cause minor disturbances in the world around you. You can cast
the Thaumaturgy and Prestidigitation cantrips at will.

Whirl of Elements

Starting at 3rd level, you feel in flow with the elements around you while bending them.

 
When you take the attack action, you may use your bonus action to cast one of the following 4 elemental cantrips. You may not choose an element which you just used in your attack action.

Fire: Wrathful Blaze

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

Fire burst from you in all directions. Everyone in a 5ft radius of you, other than you, must make a Constitution saving throw. On a fail they take 1d6 fire damage.
 
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Water: Aquatic Blessing

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

A streak of potent water softens the pain of wounds. A creature within 30ft of you with less than full hit points gets 1d4 temporary hit points. Only one creature can benefit from these temporary hit points at once. Recasting the cantrip on another creature causes the previous creature to loose the temporary hit points.

 
The spell’s temporary hit points increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Air: Storm's Rebuke

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S
  • Duration: Instantaneous

A jolt of lightning erupts from the palm of your hand. Make a ranged spell attack against a creature in range. On a hit that creature takes 1d6 lightning damage. The jolt arcs twice. Choose a creature within 15 feet of the target and another creature within 15 feet of the second target. They both take 1d4 lightning damage  
The spell’s damage increases by 1d6 and 1d4 when you reach 5th level (2d6, 2d4), 11th level (3d6, 3d4), and 17th level (4d6, 4d4)

Earth: Terran Protection

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

A 5x1x5 feet wall of solid rock erupts from the ground in an unoccupied space within 5 feet of you. This wall provides half cover for every creature of size medium or smaller, and provides three-quarters cover for tiny creatures. The wall will reemerge with the ground at the beginning of your next turn.

Primordial Connection

Although each Elementist draws their power from the same source, the gifts granted by the primordial realms differ based on your connection to the world around you.

 
At 3rd level you choose the connection you have with the world. Your connections gets you features at 6th, 10th and 15th level. Wrath, Tranquility, and Inspiration are three connections detailed in this class description

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Traverse

Starting at 10th level, your elemental control allows you to ease everyday tasks. You may activate one of the options below for 1 minute. Doing so requires concentration. You may use this feature as many times as your Wisdom modifier and regain all uses upon completing a short or long rest.

Element Ability
Fire You can conjure a flame that radiates bright nonmagical light in a 20 feet radius around you, and dim light in another 20 feet.
Water You an up to one other creature within 30 feet of you may walk on water.
Air Up to 1 creature size medium or smaller within 30 feet of you gets a flying speed of 10 feet, no higher than 20 ft above the ground. You control the flight.
Earth A floating rock 5 feet above the ground disk can transport anything up to 300 pounds at a speed of 10 feet.

Primordial access

Starting at 18th level, you can access small portions of primordial power regardless of whether you are in combat or not. As a bonus action, you may increase your primordial power to a maximum of 6.

 
You may use this feature an amount of times equal to your wisdom modifier and regain all uses on a long rest.

Force of Nature

At 20th level, the primordial forces stand beside you. once per long rest, you can use a bonus action to submerge yourself in primordial energy. For the next minute you gain resistance against fire, cold, lightning and bludgeoning damage.

 
When another source already gives you resistance for these damage types, and when you are hit with that damage type, you may use your reaction to reflect half of the incoming damage back on the dealer of that damage.

 
For the duration of this effect, your maximum Primordial Power increases to 60.

Primordial Connections

Resolve

You have a goal and are so determined to complete it that you will not allow your enemies or your physical limits to get in your way. Whether it is sworn vengeance, your conviction to rescue a loved one, or a conviction to protect the world from the grasp of an evil mage, you gain your strength and inhuman resolve through your raw determination. You gain the following class features.

Undying Tenacity

Starting at 3rd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Audacious Charge

Your willpower overshadows your care for your own wellbeing.

 
Starting at 6th level, as a bonus action on your turn, you may attempt to extract more power from the primordial realms than is available to you. Make a DC 12 constitution saving throw. On a succes, you gain 2d4 Primordial Power. On a fail, you take 2d6 damage. This damage cannot be prevented in any way.

Outburst

Starting at 11th level, in a moment of pure determination, you refuse to loose. As an action, you may draw upon every ounce of power available to you, completely depleting your Primordial Power.
You explode in pure primordial energy. Everyone except you within 20 ft of you must make a Dexterity saving throw. They take 1d4 damage for every 2 Primordial Power expanded this way (rounded up) on a fail or half on a success. A quarter of this damage is fire, A quarter is cold, a quarter is lightning and a quarter is bludgeoning.

 
You may use this feature once per long rest

Convictive Strikes

Starting at 15th level, the heat of the fight sparks your hatred, causing your Elemancy attacks to be more extreme.

 
For every 10 Primordial Power you have, your Elemancy attacks deal 1d4 more damage of the appropriate damage type.

 

Tranquility

There is power in peace. Whether someone taught you this lesson or you figured it out yourself through many years of isolation, elementists whose primordial connection is that of tranquility try to focus on that quiet in the center of chaos, drawing their strength from tranquility around them. You gain the following class features.

Equanimous Rejuvenation

Starting at 3rd level, when you grant someone temporary hit points, you may instead heal them for this amount instead.

 
You may use this feature an amount of times equal to your proficiency bonus and regain all uses upon completing a long rest.

Meditative Essence

Starting at 6th level, you learn to block out impulses from the outside and focus yourself fully on the primordial well within you. On your turn, you may choose to meditate. Doing so takes your full movement action, bonus action and action, as well as your reaction. When you meditate, you gain resistance to all damage until the beginning of your next turn, and you gain 2d4 Primordial Power at the beginning of your next turn.
You may use this feature an amount of times equal to your Wisdom modifier and regain all uses on a long rest.

Undisturbed Serenity

When you are focusing on the tranquility, you feel every motion that disturbs the flow of elements around you. Starting at 11th level, you can use this knowledge of your surroundings to safeguard those around you.

 
When an ally within 10ft of you is hit with an attack, you may use your reaction to bend the elements around the attack and redirect it. You may add 1d6 to the armor class of your ally, potentially causing the attack to miss. You may use this feature after you know roll of the attack. You may use this feature an amount of times equal to your wisdom modifier.

Transcendence

Starting at 15th level, your tranquility radiates outwards, affecting allies around you.

 
Whenever an ally within 30ft of you gains temporary hit points, they gain 1d4 extra temporary hit points for every 10 Primordial Power you have.

Inspiratation

Your powers may come from the world around you, but you draw your strength from the people inhabiting it. You can extract power from your Primordial well by knowing that these people stand beside you.

Aura of Inspiration

As the presence of others inspires you to fight, your presence also inspires others. Starting at 3rd level, you may use your bonus action to inspire yourself and allies within 30ft of you until the beginning of your next turn. Some aura's require a minimum amount of Primordial Power to be used.

 
You may use this feature an amount of times equal to your charisma modifier and regain all uses upon completing a short rest.

Unity

Starting that 6th level, your motivation to dig deeper into your Primordial Power well increases as more allies stand by your side.

 
At the beginning of each of your turns, you gain +1 Primordial Power for each ally within 30ft of you, up to a maximum of your proficiency bonus.

Loyal Forces

Starting at 11th level, primordial beings stand by your side in battle.

 
One Primordial Ally appears beside you for every 15 Primordial Power you have. It disappears when it is reduced to 0 hp, or when you lose the required Primordial Power. When a primordial ally dies, it cannot return by reaching that same milestone again until you have completed a long rest.

 
Your Primordial Allies can take the form of any creature your choose, as long as you can recollect what this creature looks like, and their presence inspires you. The Primordial Ally shares your alignment and initiative.

 
You must use your bonus action to command your Primordial Allies to take an action. If you do not, they will move to the closest ally and use the protect action on their turn.

Aura of Inspiration Table
Name Minimum PP                                                            Effect
Inspired Effort 0 +Your Charisma modifier on a check of your choice (Minimum of +1)
Fleet Footwork 0 +10 feet movement speed
Collective Determination 5 Advantage on saving throws against a condition of your choice
Solid Ground 5 You can't be moved against your will and nobody can enter your tile without your permission
Harmonized Harm 10 +Your Charisma modifier on weapon damage rolls (mimimum of +1)
Synergized Fortitude 15 +Your Charisma modifier on all saving throws (mimimum of +1)
United Protection 25 Reduce the damage of all incoming attacks by 1d4
Undying Resolve 35 Whenever someone is reduced to 0 hit points, they can drop to 1 instead

Primordial Ally


  • Armor Class 14 + 1 for every other Primordial Ally within 30 feet
  • Hit Points 32
  • Speed 30 feet

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 15 (+2) 7 (-2) 13 (+1) 16 (+3)

  • Saving Throws Charisma
  • Damage Resistances Fire, Cold, Lightning, Bludgeoning, Thunder.
  • Condition Immunities Charmed, Exhaustion
  • Languages Common, Primordial

Spell save DC: 15 + 1 for every other Primordial Ally within 30 feet

Your Primordial Allies deal +1 damage and grant +1 temporary hit points for every other Primordial Ally within 30ft

Each primordial ally takes the same action on its turn, you may choose different Elements when using Elemancy or the the Whirl of Elements action.

Actions

Elemancy. Your Primordial Ally can make one of your Elemancy attacks

Whirl of Elements. Your Primordial Ally can cast one of your Whirl of Elements cantrips

Protection. Your primordial ally protects one creature within 5 feet of it. That creature gains +1 AC until the beginning of your next turn.

Collective Protection

Starting at 15th level, you learn to travel through the primordial planes to protect the allies for whom you fight.

 
When an ally within 10ft of you is hit with an attack, you may use your reaction to create a rift trough the primordial realm between your locations and swap location. You take the damage instead.

 
You can use this feature an amount of times equal to your wisdom modifier and regain all uses upon completing a long rest.

1st Level
  • Absorb Elements
  • Burning Hands
  • Create or Destroy Water
  • Detect Magic
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Ice Knife
  • Jump
  • Longstrider
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Continual Flame
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Icingdeath's Frost
  • Maximillian's Earthen Grasp
  • Misty Step
  • Pyrotechnics
  • Schorching Ray
  • Shatter
  • Snilloc's Snowball Storm
  • Skywrite
3rd Level
  • Call Lightning
  • Elemental weapon
  • Erupting Earth
  • Fireball
  • Flame arrows
  • Flame Stride
  • Fly
  • Gaseous Form
  • Lightning bolt
  • Meld into Stone
  • Sleet Storm
  • Stinking Cloud
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Hallucinatory Terrain
  • Ice Storm
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
  • Widogast's Web of Fire
5th Level
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Flame Strike
  • Maelstrom
  • Steel Wind Strike
  • Transmute Rock
  • Wall of Stone
  • Wrath of Nature

Elementist

This class is my first attempt at a homebrew class. I enjoy looking at other people's homebrew work and in so doing realized that most classes are made based on repetitive mechanics and very easy to play. Whereas I understand the importance of clarity in the game, I also believe there should be options out there for experienced players who wish for more challenge and decision making in combat. My mission with this class was to take one of my all time favorite fantasy class ideas, the elementalist, and make one that is refreshing, with new mechanics and more challanging in play.

I would like to thank the awesome community at r/UnearthedArcana for their feedback on my work and the compliments they gave me.

Tertanum

Cover Art: Ross Tran

Art Credits

Azula - Ross Tran
Avatar State - Odical
Glyph of Storms - MagicnaAnavi Weaver - property of ArenaNet
Earth Elemental - Kekai Kotaki
Chandra - Steve Argyl
Meditation - Lucas Parolin
Surtland Elementalist - Nicholas Gregory

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.