Elementalist v0.3

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Elementalist v0.3

A half-orc narrowly dodges the blast of flames from the mouth of the dragon. He takes a second to collect his thoughts and focus, and grins as he feels a surge of power flow through him. He rushes towards the dragon and swings his sword overhead, cleaving the air in half as it travels through the air. The dragon roars in pain as the blade slices downwards into its flesh - and finds itself stumbling away from the warrior as a deafening shockwave of force floods outwards from the impact.

In the middle of the ocean, a ship rocks violently - as a huge, fleshy tentacle reaches out of the water and crashes down on the deck. A half-elf on board concentrates briefly and feels a sense of euphoria as a river of elemental power begins coursing through his veins. He runs to the edge of the ship and leaps off the side - hurtling at a breakneck speed through the water towards his foe.

A human launches an arrow at a fleeing bandit. The bandit hurriedly ducks behind the cover of a boulder, the arrow barely missing his head. As he reaches into his pack and fumbles for a healing potion, he feels the earth rumbling beneath him and notices the boulder sinking into the ground behind him. The human finishes his spell and resumes his onslaught of arrows towards bandit, unimpeded by obstacles.

These heroes are all Elementalists, resourceful warriors who are adept at manipulation of elemental energy. Elementalists are gifted with the unique ability to draw physical and mental strength from the Elemental Planes. An Elementalist can channel this source of power into devastating blows, primordial magic, or blazing speed and mobility across the land, sea and skies.

Primordial Connection

Elementalists are extremely uncommon, as they obtain their elemental powers from an internal connection between their soul and the Elemental Planes - whether this connection be with a planar deity, a benevolent djinn, or the very essence of the plane itself. The way this connection is obtained varies between Elementalists. One Elementalist may have spent years trapped in the Plane of Earth and found themselves one day able to channel its power; while another may have been witness to an Elder Tempest and established an unconscious bond through physical contact or magic.

For an Elementalist, the stronger their connection is with the elemental planes, the more powerful they become. Whether they wish to become a terrifying force of nature, or simply use their power as a means to an end - Elementalists are dedicated to improving themselves and unlocking the capabilities of their power. In order to grow stronger, Elementalists often train their abilities through years of experimentation and meditation.

Isolated and Independent

Since it is difficult for people to simply choose to become an Elementalist, there are only a few Elementalists alive in the world at any given time. Elementalists must rely completely on intuition and self-reflection to discover and master their abilities, meaning most Elementalists are independent and self-reliant. This can also lead to many Elementalists feeling isolated or lonely due to the extreme rarity of their abilities.

Creating an Elementalist

When creating an Elementalist, you should think about how they established their connection between themselves and their chosen Elemental Plane. Did they stumble across a mysterious fragment of power and accidentally shatter it, causing them to absorb a blast of elemental energy? Or did they simply wake up one day with this power and never looked back? If your Elementalist spent years researching how to become one, consider what reasons they had for seeking such elusive strength.

Variant Elementalist

You could also play a Variant Elementalist who learnt how to use their power through years of study and research - if you choose to do this, replace all references of Wisdom with Intelligence.

Quick Build

You can create an Elementalist quickly by following these suggestions. First, make Wisdom your highest ability, followed by Strength, then Constitution. Second, choose the Outlander background.

Class Features

As an Elementalist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armour, Medium Armour, Shields
  • Weapons: All simple and martial weapons
  • Tools: None

The Elementalist
Level Proficiency Bonus Primordial Focus Point Limit Primordial Surge Damage Die Elemental Channel Features
1st +2 3 1d4 Primordial Focus, Primordial Surge, Unarmored Defence
2nd +2 3 1d4 +30ft. Elemental Channel
3rd +2 3 1d4 +30ft. Planar Connection
4th +2 3 1d4 +35ft. Ability Score Improvement
5th +3 4 1d6 +35ft. Extra Attack
6th +3 4 1d6 +35ft. Planar Connection Feature
7th +3 4 1d6 +35ft. Djinn Wisdom
8th +3 4 1d6 +40ft. Ability Score Improvement
9th +4 4 1d6 +40ft. Primordial Intuition
10th +4 4 1d6 +40ft. Planar Connection Feature
11th +4 5 1d8 +45ft. Elemental Endurance
12th +4 5 1d8 +45ft. Ability Score Improvement
13th +5 5 1d8 +45ft. Perfect Strike
14th +5 5 1d8 +50ft. Planar Connection Feature
15th +5 5 1d8 +50ft. Djinn Soul
16th +5 5 1d8 +50ft. Ability Score Improvement
17th +6 6 1d10 +55ft. Planar Connection Feature
18th +6 6 1d10 +55ft. Primordial Proactivity
19th +6 6 1d10 +55ft. Ability Score Improvement
20th +6 7 1d12 +60ft. Planar Connection Feature

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Nature, Perception, and Survival.

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) longbow, and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack

Primordial Focus

You can spend a bonus action concentrating intensely on your connection with the Elemental Planes. You gain one point of Primordial Focus.

You may also immediately gain two points of Primordial Focus after dropping an enemy to 0 hit points. You may continue to gain points of Primordial Focus until you reach the maximum amount for your level - as shown by the ‘Primordial Focus Limit’ column in the Elementalist table.

You may not use this feature outside of combat, and you immediately lose all your Primordial Focus points after combat ends. Upon gaining at least 1 Primordial Focus point, you are considered Focused.

Primordial Surge

When you are Focused, you can choose to activate a Primordial Surge at any point during your turn, no action required. Upon activating a Primordial Surge, you release all of your stored elemental energy into a flurry of attacks.

During a Primordial Surge, for every successful attack you make - you may deal an additional 1d4 Force damage for every Primordial Focus point you have stored. Your Primordial Focus damage die changes as you gain Elementalist levels, as shown in the Primordial Surge Damage Die column of the Elementalist table.

After these attacks, your Primordial Surge ends - you lose all your Primordial Focus points and you are no longer considered Focused if you were beforehand.

Unarmoured Defence

While you are not wearing armour, your Armour Class is equal to 10 + your Wisdom modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Elemental Channel

At 2nd level, you can spend an action channeling raw, elemental energy through your body, enhancing your physical capabilities.

Your walking, swimming and flying speeds increase by 30ft while this feature is active. If you do not have one of these movement types already, you gain that movement type for the duration of this feature. The speed granted by this feature increases as you gain levels in this class, as shown by the class table.

This feature, and its associated benefits, lasts for 1 minute - and you must complete a short or long rest before using this feature again.

You may use this feature twice, and all uses recharge after a long rest.

Planar Connection

At 3rd level you establish a connection between your soul and an Elemental Plane. Choose an Elemental Plane to draw your power from: Earth, Water, Fire or Air.

Your choice grants you features at 3rd, 6th, 10th, 14th, 17th and 20th levels.

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. You can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Djinn Wisdom

At 7th level, you learn to draw knowledge from the Djinn of the Elemental Planes. You can now add your Wisdom modifier to initiative rolls. Additionally, whenever you make an Intelligence (History), Wisdom (Survival) or Intelligence (Nature) skill check relating to Elementals or the Elemental Planes, you may roll twice and take the higher total.

Primordial Reflection

At 9th level, if you are hit by two or more attacks from hostile creatures during a round, you gain a Focus point at the beginning of your next turn.

Additionally, you can dispel harmful conditions affecting your mind. If you are Charmed or Frightened, you can expend 3 Focus Points as an action on your turn and end the effect on yourself.

Elemental Endurance

At 11th level, If you drop to 0 hit points while you are under the effects of your Elemental Channel feature, you immediately regain hitpoints equal to your Wisdom modifier (minimum of 1) and your Elemental Channel ends. After you use this feature, you can't use it again until you complete a long rest.

Perfect Strike

At 13th level, during your Primordial Surge - you can attempt to further boost the planar energy imbued in your strike. You can choose to roll any one of your attacks with disadvantage. If this attack hits, you may treat any roll on your Primordial Surge damage dice of a 5 or lower as a 6.

Djinn Soul

At 15th level, you gain resistance to force damage and proficiency in all saving throws.

Primordial Proactivity

At 18th level, you immediately gain two Focus dice whenever you roll initiative for combat.

Planar Connections

Your Planar Connection choice is representative of the Elemental Plane that allows you to channel its power. Up until now, this power has come in the form of raw, elemental energy - but after learning to control this power, you have now reached a point where your power has become more refined and specific to your past encounters with the Planes.

Earth

Earth Elementalists have a unique and powerful connection to the Elemental Plane of Earth. Their elemental power is stubborn and robust, and it grants an Elementalist unyielding endurance and constitution.

Earth Connection

Upon choosing this archetype, you learn the cantrip Mold Earth.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Your Spell save DC is used whenever a class feature forces an enemy to make a saving throw.

Additionally, you gain the following feature:

As an action, you can expend two Focus points and cause rocky tendrils reach up from the ground and attempt to ensnare a grounded hostile creature within 30ft. The creature must make a Dexterity saving throw equal to your Spell Save DC or have their speed reduced to 0. An enemy may repeat this saving throw on subsequent turns.

Improved Mold Earth

At 6th level you master the power of your Mold Earth cantrip - and it now no longer requires any components to cast. You can now do the following things with your Mold Earth Cantrip:

  • You instantaneously create a 5ft square of jagged spikes on top of any stone surface. If a hostile creature falls onto or walks over this area, they gain disadvantage on saving throws to avoid being knocked prone until the end of your next turn.

  • While standing on dirt or stone, you instantaneously create a 5ft wide, 1ft thick, 10ft high barrier of earth that rises out of the ground within 30ft of you, facing in any direction. The barrier has an AC of 8, 10 hit points, and lasts for 1 minute or until destroyed.

  • You levitate a portion of earth or stone within a 5ft cube. You can move this object to a maximum height of 10ft, and no more than 30ft away from you. This object can not do damage.

Stoneguard

At 10th level, if your Elemental Channel feature is active and you are subjected to bludgeoning, piercing or slashing damage, you can choose to take no damage from the attack as a reaction.

You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1) and all uses recharge after a long rest.

Earthen Fortitude

At 14th level, you are now resistant to Acid damage. Additionally, while you are Focused, you gain hitpoints at the start of each of your turns. For every Primordial Focus point you have stored, you can roll 1d4 hitpoints and add that to your total.

Natural Focus

At 17th level, if you are Focused and subject to an effect that forces you to make a saving throw, you may expend one of your focus die and automatically succeed.

Avatar of the Earth Plane

At 20th level, you become a living extension of the Plane of Earth. You gain the following benefits:

  • You gain immunity to acid damage.

  • You cannot be moved against your will.

  • Your Constitution score and Constitution score maximum increases by 4 to a maximum of 24.

  • You are now considered an elemental, and all elementals from the Plane of Earth regard you as friendly until proven otherwise.

  • While in the Elemental Plane of Earth, you can not be killed. Upon failing three death saving throws, your body appears to collapse into shards of rock - and you reappear in a familiar location of your choice on either the Material plane or the Plane of Earth.

Fire

Fire Elementalists gain immense power from the Plane of Fire - so much so, that it radiates from their very being.

Fire Connection

Upon choosing this archetype, you learn the cantrip Control Flame.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Your Spell save DC is used whenever a class feature forces an enemy to make a saving throw.

Additionally, you gain the following feature:

As an action, you can expend a Focus point and summon a bright, but harmless, burst of flames around your body. Choose a hostile creature within 30ft of you that is not averting their gaze, and the target must make a Constitution saving throw equal to your Spell Save DC or suffer disadvantage on their next attack roll.

Improved Control Flame

At 6th level, you master the power of your Control Flame cantrip - and it now no longer requires any components to cast. You can now do the following things with your Control Flame cantrip:

  • You can produce a small flame in the palm of your hand which you can throw (maximum 20ft) or manipulate with your cantrip. This flame does not do damage to enemies, but provides dim light in a 30ft radius.

  • You can change the intensity of an existing flame. You can change the brightness of a flame from dim light to bright light, and vice versa.

  • You choose a part of your body, such as your eyes or hands, and cause it to burst into flames. Choose one target within 10ft of you that can see you. You gain advantage on Charisma(Intimidation) checks against this creature until the spell ends.

Burning Aura

At 10th level, while you are Focused, you radiate intense heat in a 5ft radius around you.

Any hostile creature that enters this space for the first time or starts their turn in this space must make a Constitution saving throw equal to your Spell Save DC or take 1d4 fire damage for every Focus die you have stored. On a success, they instead take half damage.

One with the Flames

At 14th level, during your Elemental Channel feature, when you make an attack of opportunity, you may deal additional Fire damage equal to half your level. Additionally, you gain resistance to fire damage.

Primordial Pyromania

At 17th level, if you land a critical hit while making an attack against a hostile creature - they must succeed on a Constitution saving throw against your Spell Save DC or become blinded.

A blinded enemy may re-roll their saving throw at the beginning of each of their turns.

Avatar of the Fire Plane

At 20th level, you become a living extension of the Plane of Fire. You gain the following benefits:

  • You are immune to fire damage.

  • You can add your Wisdom modifier to either an attack or damage roll, once per turn.

  • Your Strength score and Strength score maximum increases by 4 to a maximum of 24.

  • You are now considered an elemental, and all elementals from the Plane of Fire regard you as friendly until proven otherwise.

  • While in the Elemental Plane of Fire, you can not be killed. Upon failing three death saving throws, your body appears to combust into thin air - and you reappear in a familiar location of your choice on either the Material plane or the Plane of Fire.

Air

Air Elementalists have a fluid connection to the Elemental Plane of Air. They gain reactionary control over thunder and lightning, and their power grants them dexterity and mobility.

Air Connection

Upon choosing this archetype, you learn the cantrip Gust.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Your Spell save DC is used whenever a class feature forces an enemy to make a saving throw.

Additionally, you gain the following feature:

As an action, you can expend two Focus points and shoot a harmless, but forceful blast of air towards a hostile creature within 60ft. The target must make a Strength saving throw equal to your Spell Save DC or be pushed 15ft away from you and fall prone.

Improved Gust

At 6th level, you master the power of your Gust cantrip - and it now no longer requires any components to cast. You can now do the following things with your Gust cantrip:

  • You can surround a single target with a gust of whirling winds that cushion their movement. While this effect is active, your target does not take damage from falling.
  • You can blow a short burst of intense wind towards an enemy to throw them off balance. They have disadvantage on saving throws against being knocked prone until the end of their next turn.

  • You can levitate a small object that has a weigh of under 30 pounds, up to a height of 10ft, and up to 30ft away from you. You can not levitate an object that is being held or worn by another creature, and the object can be successfully grabbed out of the air by another creature with an acrobatics check equal to your save DC.

Shield of Wind

At 10th level, your movements are aided by billowing winds. If an enemy within 10ft attacks you while you are Focused, you can use your reaction to blast them with air.

For every Focus point you have stored, your attacker is dealt 1 point of bludgeoning damage and pushed 5ft away from you.

Airborne Fury

At 14th level, while you are flying at least 5ft above the ground, you gain the following effects:

  • All grounded enemies have disadvantage on attacks of opportunity against you with melee weapons.
  • You gain advantage on Dexterity saving throws.
  • After moving at least 20ft on your turn, you may choose to suffer -3 penalty to your next attack roll. If this attack hits, you deal additional thunder damage equal to your 1d8 + Dexterity modifier. You can only do this once per turn.

These benefits apply only while you can control your flight, such as while under the effects of the Fly spell, while on a magical flying apparatus such as a Broom of Flying, or during your Elemental Channel.

Additionally, you now have resistance against lightning damage.

Eye of the Storm

At 17th level, during your Elemental Channel feature, you may take an additional reaction every round. Additionally, you gain resistance to thunder damage.

Avatar of the Air Plane

At 20th level, you become a living extension of the Plane of Air. You gain the following benefits:

  • You are immune to Lightning damage.

  • You gain a permanent flight speed equal to your walking speed.

  • Your Dexterity score and Dexterity score maximum increases by 4 to a maximum of 24.

  • You are now considered an elemental, and all elementals from the plane of air regard you as friendly until proven otherwise.

  • While in the Elemental Plane of Air, you can not be killed. Upon failing three death saving throws, your body appears to dissipate into a puff of smoke - and you reappear in a familiar location of your choice on either the Material plane or the Plane of Air.

Water

Water Elementalists are wise and powerful. Their connection with the Plane of Water bestows upon them resilience, and resourcefulness in battle.

Water Connection

Upon choosing this archetype, you learn the cantrip Gust.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Your Spell save DC is used whenever a class feature forces an enemy to make a saving throw.

Additionally, you gain the following feature:

As an action you can expend a Focus point and become unrelenting like the ocean. You gain advantage on all Strength and Dexterity saving throws and skill checks until the end of your next turn.

Improved Shape Water

At 6th level, you master the power of your Shape Water cantrip - and it now no longer requires any components to cast. You can now do the following things with your Shape Water cantrip:

  • You cause a tiny raincloud to appear in the air within 5ft of you. Water generated from this cloud is fresh, and can be used as a source of fresh water.

  • You can manipulate existing ice into a shackle or restraint. If an enemy is within 5ft of the restraint at the time of casting, you can attempt to grapple them with the ice. Instead of rolling a Strength (Athletics) check for your grapple attempt, you instead use your Spell Save DC.

  • You can levitate a portion of water or ice within a 5ft cube. You can move this object to a maximum height of 10ft, and no more than 30ft away from you. This can not do damage, and you can move it a maximum of 30ft in a turn.

Blessed Rains

At 10th level, while you are Focused - all allied creatures within 10ft of you gain 1d4 temporary hitpoints for every Primordial Focus point you have stored, at the beginning of each of each of your turns.

Delta Channel

At 14th level, you now have resistance against Cold damage.

Upon activation of your Elemental Channel feature, you may choose an allied creature within 10ft of you and infuse them with primordial energy. For the duration of your Elemental Channel feature, the selected allied creature gains a swimming speed of 60ft, the ability to breathe underwater and an additional 1d8 cold damage on all of their weapon attacks. This additional damage increases to 2d8 upon reaching 18th level.

Aquatic Mastery

At 17th level, You can expend a use of your Elemental Channel feature and cast the Control Water spell without requiring material components.

Avatar of the Water Plane

At 20th level, you become a living extension of the Plane of Water. You gain the following benefits:

  • You are immune to Cold damage.

  • While underwater, you can choose to automatically succeed on any acrobatics or athletics check.

  • Your Wisdom score, and Wisdom score maximum increases by 4, to a maximum of 24.

  • You are now considered an elemental, and all elementals from the plane of water regard you as friendly until proven otherwise.

  • While in the Elemental Plane of Water, you can not be killed. Upon failing three death saving throws, your body appears to dissolve in the water - and you reappear in a familiar location of your choice on either the Material plane or the Plane of Water.

Credits & Resources





Homebrew Class created by /u/Milogop

Send any questions you have about the class to my email at milogop@gmail.com

Changelog:

23/03/19 - (0.1) Initial Release

24/03/19 - (0.2) Reworked 3rd level features. Reworked 9th level feature. Tweaked Static Retaliation and One with the Flames. Nerfed Avatar of the Fire Plane slightly. You can no longer choose the damage of your surge or speak your respective Planar Language. Changed Saving Throw proficiency from Charisma to Wisdom.

31/03/19 - (0.3) Increased max focus points but lowered focus dice progression. Changed Proficiency from Wisdom to Strength Saving Throws. Changed abilities: Nerfed all 20th level features, replaced Static Retaliation with Airborne Fury, reworked Shield of Wind, nerfed Primordial Proactivity, nerfed Djinn Wisdom, changed Primordial Reflection, changed One with the Flames, nerfed Elemental Channel.

 

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