Elementalist Sage
Menaced by a gang of highwaymen, a scholar, his hair long and unbound, stops and puts his hands up in surrender. Emboldened, the highwaymen approach, then gasp in horror as the earth opens beneath them and swallows them up.
With a wave of her crane feather fan a military officer summons an overwhelming blast of wind, launching her at unnatural speed forward. In the skies above her storm clouds suddenly gather and lightning flashes.
An imperial official finally corners the criminal he has been pursuing, a desperado accused of murder. The murderer draws his dao, preparing to cut down the unarmed magistrate, but the official smiles back, and with a wave of his hand pins the criminal to the wall.
Students of the canonical Elementalist texts spend years understanding the universal balance of the cosmos. While not so versatile as the Scholastic scholars who serve as their primary intellectual rivals the focus of the Elementalists on the five elements and the material changes of the universe grants them an unusual power. Elementalists branch out, learning new techniques from their texts and from the Scholastic theorists, before specializing in a particular subfield to which they devote their mastery.
Priest-scholars
The Elementalist sage is part scholar, part philosopher, and part clergyman. Elementalist sages have learned and mastered the writings of the Elementalist canon, including those so esoteric that they are not generally known to most scholars. Most Elementalists come from the ranks of the shi, whether they hold official government positions or not.
Elementalism developed over the course of the First Empire, and in its fully mature state it's patronized by the court of the New Empire, which regards it as something approaching the official state religion. Elementalism is simultaneously a materialist science, based on the idea that changes in the relative proportions of the elements are the cause of events in the material world (which can therefore be predicted and manipulated), and a spiritual philosophy that argues that since the individual's soul and body are made up of the same elements as the rest of the universe the individual's perfect state is proportional to the balance of elements in the universe.
This focus on the material elements extends to the Elementalist understanding of the spirit world. Just as Elementalist magicians can affect the elemental composition of the material world so too can they change the spirit world, which is composed of the same elements as the material world. Unlike the Hua spirit-mediums Elementalist scholars don't need to resort to complicated rituals and sacrifices to draw out the spirits and borrow power from them. Instead, the balance between the spirit world and material world can be disrupted or repaired. Since the two worlds are part of the same universal balance this rebalancing can have enormous and marvelous effects.
Officials and Healers, Eclectics and Rebels
Like all shi Elementalists are an important part of the imperial government, serving as scholars and officials in the service of the state. To these officials the order of the empire is, like the order of the universe, the result of fixed universal laws. Other Elementalists spurn the academies and libraries of the capital and great cities and wander the provinces and countryside. These sages serve the people as healers, exorcists, and learned teachers. Perhaps the most impressive role of Elementalist masters, and certainly the one most celebrated in the tall tales of the common people, is as the strategists and policy-makers of generals and emperors, who are said to be able to perform supernatural feats. A Hua proverb says that a single page of the Book of Futures is mightier than ten thousand soldiers, while a single page of the Book of Balance is wiser than ten thousand ministers.
Most Elementalist sages specialize in balance, understanding the proper order of the universe. The sky-diviners practice a form of Elementalism focused on understanding possible futures.
Shi scholars are generally eclectic, studying texts and techniques of many different traditions, and Elementalist scholars are no exception to this general rule. The wide-ranging subjects on which the philosophers and thinkers now grouped together under the "Scholastic" label wrote provide abundant supplements to canonical Elementalist wisdom. It's not unusual to see an Elementalist magician use techniques from texts written by Scholastic thinkers, like Di Lai's Observations on Meteorology or the Three Treatises on the Transmutation of the Three Metals.
Elementalists, however, do not generally speaking pursue knowledge for its own sake or conduct their own research the way Scholastic scholars do. Independent research is an important element of Scholastic thought, but Elementalists tend to think that the Elementalist canon contains the secrets to all wisdom, and that problems not explicitly mentioned within can be resolved by interpretation. A sage's life's work is not gathering new knowledge but deepening her understanding of the Elementalist texts. Practical application of their magical power and research is the work of alchemists and thaumaturges in the Elementalist tradition, not sages proper. As such Elementalists sages don't cast spells using a spellbook containing their original research or notes. Instead they manipulate the universe using arcane gestures and paper talismans, as well as commanding spirit-familiars.
Nor should it be thought that Elementalist sages are all cloistered academics or wandering philosopher-mystics, pacifists who accept the imperial order as inherently "balanced." In the New Empire the Elementalists have a privileged position in the court and imperial ideology, but many past regimes have been rocked by peasant revolts encouraged by the Elementalist theory of restoring balance.
Creating an Elementalist Sage
When creating an Elementalist magician, consider first of all what drew you to Elementalism. Many philosophical positions exist in the empire, and the sheer volume and diversity of those grouped under the all-encompassing title of "Scholasticism" attract the overwhelming majority of young scholars-in-training. Is pure knowledge less important to you than spiritual perfection? Were you uncomfortable in your studies with the Scholastic idea that the spirit world has little direct influence on the material world? Or was Elementalism simply the first theory that you were taught, and you never really thought to question it?
What drew you from the academies and a life as a privileged member of the shi scholar-gentry? Have you decided that your place within the universal balance is in the countryside blessing farmers' fields? Were you dismissed from a government position as the result of a mistake or false accusation, stripped of your rank and sent away to fend for yourself? Have you decided to exorcise a troublesome spirit or demon, such as a fox-spirit, following its trail until you hunt it down?
The Elementalist Sage
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Elementalist Education | 2 | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Zone of Perfection, Elementalist Sect | 2 | 4 | 3 | — | — | — | — | — | — | — | |
3rd | +2 | ─ | 2 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | ─ | 3 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Elementalist Sect feature | 3 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 3 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Zone of Perfection Improvement | 3 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Elementalist Sect feature | 4 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Truth Across Worlds | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Elementalist Sect feature | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | ─ | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Force of Nature | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | One With the Elements | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Quick Build
You can make an Elementalist sage quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the shi background. Third, choose the produce flame and thaumaturgy cantrips, along with the 1st-level spells absorb elements, burning hands, and mage armor.
Hit Points
- Hit Dice: 1d6 per Elementalist sage level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Elemental sage level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, shortswords
- Tools: None
- Languages: Primordial
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Insight, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a shortsword
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a priest's pack
- A magical charm and a copy of a classic Elementalist treatist such as the Book of Balance
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
Multiclassing and the Elementalist Sage
If your group allows multiclassing, here's what you need to know if you choose Elementalist sage as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an Elementalist sage. Proficiencies Gained. If Elementalist sage isn't your initial class, here are the proficiencies you gain when you take your first level as an Elemental sage: simple weapons, shortswords, Primordial. Spell Slots. Add your total levels in the Elementalist class to the appropriate levels from other classes to determine your available spell slots
Class Features
As an Elementalist sage, you gain the following class features.
Spellcasting
The texts of the Elementalist canon contain within them a great arcane power. Your understanding of the wisdom of these texts allows you to use this power, and as it deepens your ability to influence the universe increases. Refer to the general rules of spellcasting and see the Elementalist sage spell list below.
Cantrips
At 1st level, you know two cantrips of your choice from the Elementalist sage spell list. You learn additional Elementalist sage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elementalist sage table.
Spell Slots
The Elementalist sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Elementalist sage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell faerie fire and have a 1st-level and a 2nd-level spell slot available, you can cast faerie fire using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Elemantalist sage spell list.
The Spells Known column of the Elementalist sage table shows when you learn more Elementalist sage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Elementalist sage spells you know and replace it with another spell from the Elementalist sage spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Elementalist sage spells, since the power of your magic derives from your understanding of the theories and mystical knowledge of the Elementalist canon. 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 a sorcerer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast an Elementalist sage spell as a ritual if that spell has the ritual tag and you know that spell.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Elementalist sage spells.
Your Arcane Focus
Despite being scholars, Elementalist sages don't have a spellbook. Although Elementalist scholars might take notes on the texts of the Elementalist canon or write commentaries on them this body of writing doesn't have the same function as a wizard's spellbook. An Elementalist's power is drawn from his deepening understanding of the classic Elementalist works, rather than his own research. While magicians in most fantasy settings might use an orb, a crystal, a rod, etc. as an arcane focus, a Tianzhou Elementalist sage might use paper talismans bearing secret writing understandable only to other Elementalists. Or she might use a magical charm shaped like a coin or a seal stone. Many Elementalist sages use their badges of imperial office as an arcane focus, most typically a crane feather fan or a jian shortsword. You may also use a text of the Elementalist canon as your arcane focus, reading out passages in order to cast your spells.
Elementalist Education
As part of your studies you have learned to manipulate the elements, starting with one element with which you have a particular affinity. Choose one of the following cantrips: control flames, gust, mold earth, shape water, or work metal. You gain that cantrip if you don't already know it.
Zone of Perfection
You gain the ability to demarcate an area around yourself, a microcosm of the universe within which you can finely manipulate and alter the balance of the elements.
Starting at 2nd level, as a bonus action, you can deploy a swarm of paper talismans, either bearing arcane characters or in the shape of paper manikins, which orbit you in a circle with a 30-foot radius. Until the effect ends, the circle moves with you, centered on you.
You can only have one zone of perfection active at a time, and it grants only one elemental effect. You may select a different element each time you use this feature.
Your zone of perfection lasts for 1 minute. The effect ends early if you are knocked unconscious or if you die. You can dispel the effect at will. If your zone of perfection ends early against your will your orbiting talismans fall lifeless to the ground. Otherwise they fly back into the pouch, sleeve, or book where they are normally stored.
You may use this feature twice. You regain any expended uses when you finish a short or long rest.
At 9th level, the range of this zone increases to 60 feet.
Select an element from the options below. Until the zone of perfection ends it has the effect listed.
Air. When a creature makes an attack roll against a target inside your zone, you can use your reaction to impose disadvantage on that attack roll.
Earth. Each creature of your choice in the zone when this feature is activated gains temporary hit points equal to 5 + your Elementalist sage level.
Fire. When another creature inside your zone makes a weapon attack, you can use your reaction to grant advantage to that attack roll.
Metal. Each creature of your choice inside the zone has advantage on saving throws to resist being poisoned, frightened, or charmed. Additionally, you and your allies have advantage on ability checks made with tools while inside the zone.
Water. When you cast a spell using a spell slot that restores hit points to any creature inside or outside the zone, each creature of your choice in the zone also regains hit points equal to your Elementalist sage level.
Elementalist Sect
At 2nd level you begin to specialize in a branch of Elementalist theory, study, and practice, as exemplified by one of the major foundational Elementalist texts. Choose either Balance or Futures, all detailed at the end of the class description. The archetype you choose grants you features at 2nd level and again at 6th, 10th, and 14th level.
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.
Truth Across Worlds
The spirit world may be fundamentally distinct from the material world, but the same elemental principles govern each. Starting at 11th level you can see into the Ethereal Plane, out to a range of 60 feet. Additionally, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn which plane it is native to.
Force of Nature
As a consequence of the unity between the elemental balance of your person and that of the universe, you become a being between the spirit and material, an extension of the elements themselves. At 18th level your zone of perfection feature lasts for 1 hour, and there is no limit to the number of times you can use it. Additionally, you no longer need to use paper talismans to create the zone, which is now invisible.
One With the Elements
Your body and spirit are perfect reflections of the elemental order of the universe, and like the universe you become eternal and infinite. Starting at 20th level, you no longer age and can't be aged magically. Additionally, you no longer need to breathe, eat, sleep, or drink, and you have advantage on death saving throws.
Elementalist Sects
Elementalism is one of Tianzhou's oldest schools of thought, and over time specialized subfields of study and distinctions in practice have developed.
There are many different forms of Elementalism, but most shi scholars who learn to practice arcane rituals fall into one of two main branches of study, based on the two most important texts of the Elementalist tradition: the Book of Balance and the Book of Futures. This is something of a distinction without difference. Both lines of Elementalist theory are still Elementalism, and depend upon each other. But, in the same way that academic departments and the branches of Scholasticism specialize in distinct fields of study Elementalist scholars tend to deepen their knowledge of a particular tradition of Elementalism.
Balance
The Book of Balance describes how attunement with the elemental balance of the universe grants one supernatural powers by which the spirit and material worlds can be manipulated. The study of balance is a generalist subfield, and most Elementalist scholars fall into this category. The foundational quality of this field is demonstrated by the fact that when students are introduced to Elementalist texts at school and the academies the first thing they read is the Book of Balance.
Scholars devoted to balance are versatile, eclectic, and generalist. Just like the world itself they learn to adapt and react to their circumstances, and they exercise their power by influencing the balance of things, manipulating minor parts of the world without dominating the basic structure of reality.
But this versatility comes at a cost. Elementalists focused on balance understand that in order to make one thing strong another must be made weak. Practical application of the theories of the Book of Balance is mostly a question of learning how to weigh one's options, selecting the one most appropriate to the circumstances, but always with the knowledge that it's impossible to strengthen everything equally. For this reason balance Elementalists are renowned as great strategists, judges, and even swordsmen, because of their skill in creating great effects from only minute changes, and their wisdom in knowing that one must always keep in mind the greater picture.
As in Mind, So in Body
Regardless of whether she is an imperial scholar, a government official, a country healer, an isolated teacher, or a rebel leader the good Elementalist learns to balance the cultivation of the mind with the perfection of the body, often by means of martial arts. When you choose this sect at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of martial weapon of your choice that doesn't have the Heavy property.
Perfection of the Soul
By manipulating the elements within yourself you bring your soul closer to perfect balance. Starting at 2nd level, when you finish a long rest, choose one of the elements listed below. You gain the benefits of that element until the end of your next long rest. You can choose a new element every time you finish a long rest.
Air. Your movement speed increases by 10 feet. Additionally, add half your proficiency bonus (round up) when you roll for initiative.
Earth. You are not affected by nonmagical difficult terrain. Additionally, you have advantage on Wisdom (Survival) checks made to navigate through the wilderness.
Fire. Add your Wisdom modifier to the damage dealt by your weapon attacks on a hit.
Metal. You gain a bonus to your AC equal to half your proficiency bonus (round up).
Water. When another creature damages you with a weapon attack, you can use your reaction to reduce the damage by an amount equal to your Wisdom modifier.
Enhanced Body
Starting at 6th level, when you choose an element at the end of a long rest as part of your Perfection of the Soul feature, the chosen element gives you the following benefits, in addition to those already granted.
Air. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Earth. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Fire. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Metal. When another creature damages you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Water. When you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
As Within, So Without
Your developing understanding of the elemental balance renders your zone of perfection effectively an extension of yourself. Starting at 10th level, as an action, you can create one of the following effects. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Within. For the duration of your zone of perfection, you can't be diseased, blinded, deafened, paralyzed, or poisoned. If you are afflicted with a disease or one of the above conditions when you use this feature you can end one affliction of your choice.
Without. Choose a creature inside your zone of perfection. The target must succeed on a Wisdom saving throw or be paralyzed for the duration of your zone of perfection. Each time the creature takes damage it can make another Wisdom saving throw. On a success, or if the target is no longer within your zone, the target is no longer paralyzed.
In Search of Balance
Starting at 14th level, you can choose two elements simultaneously when you use your zone of perfection feature.
Futures
It is inevitable in a universe founded on the balance of the five elements that many things are in flux. Today's balance is not inevitable, and tomorrow the cosmos may align differently. We can read the changes of the universe, interpreting them to help us guide our actions.
This form of divination is the work especially of the imperial sky-diviners, the oldest and among the most prestigious of the court scholar-officials. The sky-diviners don't just interpret and predict the future, but actually manipulate it. To a student of sky-divination there are many possible futures, and the current present is only one of many that could exist. In some cases those presents exist already, within the spirit world. One only has to know how to make them a reality.
It takes years, or even decades, to learn sky-divination and to accumulate the knowledge and understanding necessary to advise and predict successfully. The greatest sky-diviners have also learned to use their skills with moderation. The manipulation of potentials and possibilities across worlds and realities is an immense power, and much of a sky-diviner's training is learning to practice his craft responsibly and wisely.
Academic Eclecticism
As you continue your study of the universe and the systems that order it you consult texts outside of your subfield and from other schools of thought. When you choose this sect at 2nd level, you gain one cantrip and two 1st level spells of your choice from the Wizard spell list. These spells count as Elementalist sage spells for you and aren't counted against the Spells Known column of the Elementalist Sage table.
The Flow of Possibility
Your control over your zone of perfection allows you to manipulate possible outcomes of events. Starting at 2nd level, when a creature you can see within 60 feet makes an attack roll, ability check, or saving throw you can use your reaction to make it reroll the die. You choose which of the two rolls to use.
You can use this feature twice. You regain any expended uses when you finish a short or long rest.
Sect Spells
Your study of the divination techniques in the Elementalist canon grants you the knowledge necessary to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to sect spells as listed in the table below. Once you gain access to a sect spell, you know it, and it doesn't count against the number of spells you know. If you gain access to a spell that doesn't appear on the Elementalist sage spell list, the spell is nonetheless an Elementalist sage spell for you.
Futures Sect Spells
Elementalist Sage Level | Spells |
---|---|
3rd | augury, darkvision |
5th | beacon of hope, nondetection |
7th | divination, freedom of movement |
9th | commune with nature, scrying |
Now One, Now the Other
Starting at 6th level, as a bonus action, you can choose one Small or Medium creature you can see within 60 feet and one Small or Medium creature inside your zone of perfection. The two creatures teleport instantly, swapping places.
You can use this feature twice. You regain any expended uses when you finish a short or long rest.
All the World in One Body
Starting at 10th level, at the start of your turn, you learn the following characteristics about each creature inside your zone of perfection: Movement Speed, Armor Class, and Damage Vulnerabilities. Additionally, as an action, you can cast detect thoughts on a creature within your zone of perfection, without expending a spell slot. The spell ends after 1 minute, if your concentration ends, or if the creature is not inside your zone of perfection.
Prescience
Starting at 14th level, you can't be surprised, thanks to your ability to anticipate events to come.
Spell List
Cantrips (0 Level)
- Control Flames XGTE
- Frostbite XGTE
- Green-Flame Blade TCOE
- Guidance
- Gust XGTE
- Message
- Mold Earth XGTE
- Produce Flame
- Shape Water XGTE
- Thaumaturgy
- True Strike
- Work Metal*
1st Level
- Absorb Elements XGTE
- Bane
- Burning Hands
- Catapult XGTE
- Comprehend Languages
- Create or Destroy Water
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Earth Tremor XGTE
- Faerie Fire
- Feather Fall
- Find Familiar
- Fog Cloud
- Harden Steel*
- Ice Knife XGTE
- Identify
- Mage Armor
- Purify Food and Drink
- Shield
2nd Level
- Aganazzar's Scorcher XGTE
- Augury
- Enhance Ability
- Flame Blade
- Gust of Wind
- Heat Metal
- Iron Claw*
- Jump
- Knock
- Lesser Restoration
- Levitate
- Magic Weapon
- Maximilian's Earthen GraspXGTE
- Misty Step
- Protection from Poison
- Scorching Ray
- See Invisibility
- Snilloc's Snowball Swarm XGTE
- Warding Wind XGTE
3rd Level
- Bestow Curse
- Clairvoyance
- Counterspell
- Dispel Magic
- Elemental Weapon
- Erupting Earth XGTE
- Fireball
- Flame Arrows XGTE
- Fly
- Life Transference XGTE
- Meld into Stone
- Remove Curse
- Sending
- Tongues
- Wall of Sand XGTE
- Wall of Water XGTE
- Wind Wall
4th Level
- Banishment
- Conjure Minor Elementals
- Control Water
- Death Ward
- Divination
- Elemental Bane XGTE
- Fire Shield
- Ice Storm
- Iron Shell*
- Stone Shape
- Stone Skin
- Summon Elemental TCOE
- Wall of Fire
- Watery Sphere XGTE
5th Level
- Commune
- Cone of Cold
- Conjure Elemental
- Control Winds XGTE
- Greater Restoration
- Immolation XGTE
- Legend Lore
- Mass Cure Wounds
- River of Mercury*
- Scrying
- Teleportation Circle
- Transmute Rock XGTE
- Wall of Stone
6th Level
- Bones of the Earth XGTE
- Heal
- Investiture of Flame XGTE
- Investiture of Ice XGTE
- Investiture of Metal*
- Investiture of Stone XGTE
- Investiture of Wind XGTE
- Move Earth
- True Seeing
- Wall of Ice
- Wind Walk
7th Level
- Delayed Blast Fireball
- Fire Storm
- Regenerate
- Sequester
- Symbol
- Teleport
- Whirlwind XGTE
8th Level
- Antimagic Field
- Control Weather
- Demiplane
- Earthquake
- Incendiary Cloud
- Tsunami
9th Level
- Foresight
- Invulnerability
- Mass Heal
- Wish
Harden Steel
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You touch a nonmagical metal weapon, piece of metal armor, or metal object such as a steel rod, a sword, or a bronze breastplate. For the duration, the object becomes adamantine, and gains the properties of an adamantine item of that type.
Investiture of Metal
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, metal scales cover your body, and you gain the following benefits:
- Your AC increases by +2.
- Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You can use your action to create sharp metal spikes, which impale anything in the area, in a 15-foot cube originating from you. Each creature in the cube must make a Dexterity saving throw.
A creature takes 2d10 piercing damage on a failed save, or half as much damage on a successful one. The spikes remain for the duration, and the cube becomes difficult terrain. When a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels.
Iron Claw
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (heavy rings, of brass or cast iron, welded together and worn on the fingers of one hand)
- Duration: Concentration, up to 1 minute
You touch one willing creature, causing claws of sharp metal to emerge from its hands. Until the spell ends, the creature's unarmed strikes deal slashing damage equal to 1d6 + its Strength modifier on a hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage dealt increases to 1d8. When you use a spell slot of 5th or 6th level, the damage dealt increases to 1d10. When you use a spell slot of 7th level or higher, the damage dealt increases to 1d12.
Iron Shell
4th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a metal ball bearing)
- Duration: Concentration, up to 10 minutes
You cause metal plates to burst from the ground, creating a 10 foot-radius metal dome that encloses an area within range. An unwilling creature within the area must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
The dome is an object made of metal that can be damaged and thus breached. Each quarter of the dome has AC 20 and 10 hit points. Reducing a quarter of the dome to 0 hit points destroys it and opens a hole in the shell. The dome is immune to psychic, poison, and necrotic damage and is resistant to bludgeoning, cold, lightning, piercing, and slashing damage.
When the dome is dealt cold or thunder damage from an exterior source, any creature or object within suffers half as much damage as the exterior. When the dome is dealt fire or lightning damage from an exterior source, any creature or object within suffers the same amount of damage as the exterior. Otherwise a creature or object inside the dome can't be damaged by effects originating from the outside. Physical objects, creatures, or spell effects cannot pass through the dome.
The dome is rooted to the ground and so can't be moved or lifted. However, it doesn't extend into the ground, and it is possible to tunnel underneath it or attack from below.
River of Mercury
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a vial of mercury)
- Duration: Concentration, up to 10 minutes
You create a river of magical, mercury-like liquid metal on the ground within range. You can make the river up to 60 feet long and 10 feet wide. The course and direction of the river is up to you, and you can form it into a loop or create a lake up to 30 feet in any direction. The river vanishes when the spell ends. The river's space is difficult terrain.
When the river appears, and whenever a creature ends its turn in it or enters it for the first time on a turn, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d10 poison damage and is poisoned. On a successful save, the creature takes half as much damage and is not poisoned.
The metal is magical, and its vapors are noxious. When a creature comes within 10 feet of the river or when it ends its turn there it must make a Constitution saving throw. On a failed save, a creature takes 2d10 poison damage and is poisoned. On a successful save, the creature takes half as much damage and is not poisoned.
Work Metal
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous or 1 hour (see below)
You touch a nonmagical piece of metal, metal dust, or ore that is not being worn or carried and that fits within a 5-foot cube. You affect it in one of the following ways:
- If you target an area of metal dust or ore, you can instantaneously separate the metal from the nonmetallic material. You may collect these metal particles and compact them into a solid nugget of pure metal.
- You change the shape of the metal or dust. You are limited to simple changes, such as fashioning a wire from a sheet of metal or twisting the blade of a sword into a knot, and you cannot create metal items or sculpt complex shapes or objects. It takes 1 minute to shape the metal in this way, and the changes last for 1 hour.
- You cause shapes, colors, or both to appear on the surface of the metal or in the dust, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- You remove rust, corrosion, and other impurities from the metal. The changes last for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Credits
Content by /u/TianzhouSetting
Art Credits
Taoist by youxiandaxia Phoenix Shugenja by Amelie Hutt He Yi by Lulu Zhang Black Ice II by Xia Taptara Graffiti Practice 2 by youxiandaxia Jasmine Tea by Timothy kong
Changelog
12/30/2021: v.1.0
Like What You See?
Look forward to the upcoming Tianzhou setting, a 5e compatible homebrew setting inspired by the real worlds of Tang and Song period China! Featuring new classes, new spells, new alternate class features, new feats, new backgrounds, and more! Adventure in a world of wuxia martial arts and xianxia magic, where monsters and demons from the spirit world lurk in the wilderness of the mighty Cuo Empire, which stands at the brink of a new era.