Elemental Master v0.4.1
A human stands against the evil wizard of old, you see fire sparking in his hand as he prepares for battle. How dare that wizard use the elements for this kind of vile magic? He prepares the bolt that he will throw at the enemy, hopefully killing them.
An elf lies in the forest, trying to forage, but under attack by a wild wolf. In an instant, the wolf will attack her and she has no way out. She reaches towards magics that she has been working on for months and in a last ditch effort throws out her hands. A giant blast of wind blasts the wolf against a tree, knocking it out, saving the elf.
An orc stands against his old clan leader, ready to fight him. Today is the day, he takes over the clan. He has obtained power and is ready to use it. As the two orcs stare each other down, they both pull out their greataxes. However the orc has tricks, and uses his will to put his own axe on fire, prepared to burn and destroy the old man.
These masters of the elements can control the elements in different ways than normal casters. They spend their life understanding and controlling the elements. They feel different than normal humanoids, because they have lived their life in service to the elements. And all though most do not understand their connection to the elemental planes, all have one.
Some combine this service with the mastering of weapons, some still enjoy the ways that the elements get used on the material planes, learning to cast spells. A select few have learned how to combine their elemental power with their knowledge to create actual living things. Several others go further than their connection to the elemental planes, connecting to either the positive or negative energy plane to further their powers.
Connection to different planes
Elemental masters tend to travel a lot. At the start they travel through the lands, seeing different ways in which the elements manifest to learn about them. Because of this, many elemental masters tend to have a decent knowledge of the world. Some of them make connections to other people, but most end up sitting by themselves, because they spent so much time learning to control their powers.
Because of this, non elemental masters user think these people odd or shut off from the world, even if that is in no way the case.
Creating an elemental master
If you wish to play an elemental master, you should think about how you got your powers. Were you born close to a portal to one of the elemental planes? Did another elemental master peak your interest and did you then study up on the elements?
Additionally, since elemental masters need to learn how to use their powers, who taught you? Was it another elemental master? Perhaps you read about elemental masters but taught yourself techniques that work for you? There are even stories about people learning the old techniques from elementals themselves.
The Elemental Master
| Level | Proficiency Bonus | Affinity Points | Features |
|---|---|---|---|
| 1st | +2 | - | Elemental Control, Elemental Way |
| 2nd | +2 | 2 | Affinity points, bursted blasts, quick protection |
| 3rd | +2 | 3 | Combat Path Feature |
| 4th | +2 | 4 | Ability Score Improvement |
| 5th | +3 | 5 | Combat Path Feature |
| 6th | +3 | 6 | Elemental Control, Area control |
| 7th | +3 | 7 | Combat Path feature |
| 8th | +3 | 8 | Ability Score Improvement |
| 9th | +4 | 9 | Tools of the trade |
| 10th | +4 | 10 | Heightened Mind |
| 11th | +4 | 11 | Combat Path Feature, Elemental Control |
| 12th | +4 | 12 | Ability Score Improvement |
| 13th | +5 | 13 | Tongue of worlds |
| 14th | +5 | 14 | Dimensional Soul |
| 15th | +5 | 15 | Primordial transformation |
| 16th | +5 | 16 | Ability Score Improvement |
| 17th | +6 | 17 | Combat Path Feature, Elemental Control |
| 18th | +6 | 18 | Planar travel |
| 19th | +6 | 19 | Ability Score Improvement |
| 20th | +6 | 20 | Ultimate blast |
Quick Build
You can make an Elemental master quickly by following these suggestions. First wisdom should be your highest ability score. Followed by strength or constitution. Finally, choose the outlander background.
Class Features
As an Elemental Master you gain the following class features.
Hit Points
Hit Dice: 1d8 per Elemental Master Level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Elemental Master level after first
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple Melee weapons
Tools: One tool of your choice
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Acrobatics, Athletics, Arcana, History, Insight, Medicine, Nature, Perception, Persuasion, Religion and Stealth
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) leather armor or (b) scale mail
• (a) An explorer's pack or (b) a scholar's pack
• (a) a simple melee weapon or (b) a shield
• a simple melee weapon, a dagger
Elemental control
As an elemental master, you have a basic control of the elements. You are able to cast the elemental blast cantrip, detailed at the end of the class description. In addition, you can choose a basic elemental affinity. You can control all the elements, however you learn to feel more comfortable with all elements gradually as you gain experience. If any abilities in this class ask for a save DC or attack modifier, use the following:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Choose one of the following basic elemental affinities:
Fire: When you deal fire damage, using the elemental blast cantrip, you can deal additional fire damage equal to your wisdom modifier.
Water: When you deal piercing damage, using the elemental blast cantrip, you can select a creature within 10 feet of the target, it gains temporary hit points equal to your wisdom modifier. These temporary hit points last for one minute or until depleted.
Earth: When you deal bludgeoning damage, using the elemental blast cantrip, you can select a creature within 10 feet of the target, it gains +1 AC until the end of your next turn.
Wind: When you deal slashing damage, using the elemental blast cantrip, you can push the target back 5 feet in any direction of your choice.
You can select an additional basic elemental affinity at level 5, 11 and 17.
Finally, at level 11, you can also choose of of the following combined elemental affinities, however, you do require certain basic elemental affinities before you can choose a combined elemental affinity.
Ooze: Requires the water and earth basic elemental affinities. When you deal acid damage, using the elemental blast cantrip, the targets next attack is made with disadvantage.
Cold: Requires the water and wind basic elemental affinities. When you deal cold damage, using the elemental blast cantrip, the targets movement speed is decreased by 10 feet for 1 minute. This can stack.
Smoke: Requires the fire and wind basic elemental affinities. When you deal poison damage, using the elemental blast cantrip, the targets must make a Constitution saving throw. On a failure, for the next minute, the target takes 1d8 poison damage at the start of its turn. The target can make a constitution saving throw at the end of its turn to end the effect. This effect does not stack.
Magma: Requires the fire and earth basic elemental affinities. When you deal fire damage, using the elemental blast cantrip, all creature within 5 feet of the original target, but excluding the original target, must make a dexterity saving throw. All creatures that failed, take 1d8 fire damage. This effect can not be combined with the Fire basic elemental affinity effect.
Elemental way
As an elemental master, not only have you learned to control the elements, but the elements have affected you in several ways as well. However, the element that fits ones character is different for each master.
Choose one of the elemental ways to obtain:
Fire: The fire in your heart has awakened, and people notice the fiery passion with which you talk. You gain proficiency in the Persuasion skill, if you already have this proficiency, double your proficiency bonus whenever you make persuasion checks.
Water: The soothing feel of water has taught you how to heal other people. You gain proficiency in the Medicine skill, if you already have this proficiency, double your proficiency bonus whenever you make Medicine checks.
Earth: You have become as steadfast as a rock, not moving unless you so wish. You gain proficiency in the Athletics skill, if you already have this proficiency, double your proficiency bonus whenever you make athletics checks.
Wind: Your movements have become as swift as the wind, allowing you to dodge out of the way of any opposition. You gain proficiency in the Acrobatics skill, if you already have this proficiency, double your proficiency bonus whenever you make acrobatics checks.
Affinity points
When you reach level 2, you start gaining more control over the elements, harnessing their energy and storing it in your body to unleash when you please. This energy is represented by elemental affinity points. The amount of affinity points is determined by your elemental master class level as shown in the affinity column of the elemental master table. You regain all spent elemental affinity points on a short or long rest.
At this level, you will gain the access to two abilities. Bursted blasts and quick protection (each described further), which will allow you to use your affinity points. While you level in this class, you will unlock more abilities that use affinity points.
Bursted blasts
When you reach level 2, you become able to use your own stored elemental energy, to upgrade the power of your elemental blast even further. If you have chosen a corresponding basic or combined elemental affinity, you will be allowed to increase the power of this affinity by giving up elemental affinity points. However, you can only spend a number of affinity points on one elemental blast, equal to your elemental master level divided by 4 rounded down, with a minimum of 1. You can spend affinity points after rolling your attack, but before you know if the attack hits or misses.
The specific boosts are:
Fire: For each affinity point spent, increase the fire damage dealt by 1d8.
Water: For each affinity point spent, increase the temporary hit points gained by an amount equal to your wisdom modifier.
Earth: For each affinity point spent, an additional creature can increase their AC by 1.
Wind: For each affinity point spent, the target is pushed back 5 additional feet.
Ooze: For each affinity point spent, the target has disadvantage on one more attack made.
Cold: For each affinity point spent, the targets movement speed is decreased by 5 additional feet.
Smoke: For each affinity point spent, the poison damage increases by 1d8.
Magma: For each affinity point spent, the fire damage increases by 1d8.
Quick Protection
When you reach level 2, you become able to use the elements to protect yourself. You are able to conjure up four different shields to protect yourself. You can use a bonus action to choose fire, water, wind or earth and gain the corresponding effect. If you have the corresponding elemental affinity from the elemental way feature, you can also use the boosted effect of the feature.
Fire: You conjure up a small shield of fire around you. Whenever a creature attacks you with a melee attack, deal 1d4 fire damage to the target. Boosted effect: Increase this damage by your wisdom modifier. This effect lasts until the start of your next turn.
Water: You focus on the tranquility of the water around you, shielding your mind. Whenever you are forced to make an intelligence, wisdom or charisma saving throw, you can add a d4 to your roll. This effect lasts until the start of your next turn. Boosted effect:: If you are forced to make one of the affected saving throws, you can spend an affinity point to gain advantage on the save.
Earth: You use the earth to strengthen your body against incoming attacks. Whenever you are forced to make a strength, dexterity or constitution saving throw, you can add a d4 to your roll. This effect lasts until the start of your next turn. Boosted effect: if you are forced to make one of the affected saving throws, you can spend an affinity point to gain advantage on the save.
Wind: You can use the wind around you to block incoming attacks. Whenever a creature attacks you, you can force the target to roll a d4 and decrease their attack roll by that amount. This effect lasts until the start of your next turn. Boosted effect: you can spend one affinity point to give disadvantage on an attack against you.
Combat path
When you reach 3rd level your training in the elements starts becoming more clear. Allowing you to select the path you wish to travel with your powers.
You can select to become an Elemental warrior, allowing you to imbue weapons with the power of the elements.
You can commit to the path of an Elemental Puppet master, allowing you to control your own elemental that will grow alongside you.
You can choose the path of an elemental caster, furthering the magical power that flows through your veins.
Perhaps you are in touch with the positive plane, allowing you to combine your elemental strength with it, to become an Elemental Positive.
Or did you connect to the negative plane, allowing your elemental strength to combine with it, presenting the path of an Elemental Negative.
Select one of these options, it will grant you additional features at level 3, 5, 7, 11 and 17.
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.
Area control
When you reach 6th level, you get the ability to create an elemental area anywhere you can see. These area's have special ability, depending on what element you choose to make the element of.
You can use an action to spend 1 affinity point and choose one of the following powers. You then create a 10 ft cube anywhere on a flat surface. You can increase the size of the cube by 5 ft for each additional affinity point you spend. Apart from the earth version, this area remains for 10 minutes.
The possible fields that can be created are:
Fire: You create a red hot cube of fire. Any creature that starts their turn in this area or enters the area, must make a dexterity saving throw. On a failure that creature takes 2d8 fire damage, on a success they take half damage.
Water: You create a cube of rushing water. Any melee attack from a creature in this cube or against a target in this cube, as well as any ranged attacks going through this cube, are made with disadvantage.
Earth: You create a block of stone connected to a flat surface, that stays until destroyed. Any 5 by 5 by 5 cube inside of this cube has it's own AC (15) and hit points (10) and can be broken.
Wind: You create an updraft that makes it harder to move, but easier to fly. Any creature that moves in this area moves at half speed, unless they are flying, at which point their flying speed doubles.
Tools of the trade
When you reach level 9, you can see the usage of the elements in even the most mundane things. Whenever you make an ability check, before rolling, you can choose to spend two affinity points, to get advantage on that check. If you are able to add your proficiency bonus to this check, you can choose to only spend 1 affinity point for the advantage.
Heightened mind
When you reach level 10, you start using the elements to protect your mind from specific ailments. You are able to spend 2 affinity points to remove one of the following status effects, if they would affect you:
- Restrained (as the wind has thought you to squirm out of any restraints)
- Paralyzed (Your body can be moved by the earth itself, so paralyzing you does not matter)
- Frightened (The subtle relaxing sound of the water makes you think over your fears, realising that they are just in your head).
- Grappled (The fire in your soul can come to the surface, making sure no one can hold you against your will).
Tongue of worlds
When you reach level 13, you have studied up on the languages spoken by elemental beings. You can speak the languages terran, aquan, ignan, auran and primordial. Additionally, if you share one of these languages with any creature, you can convey short messages to them through the elements themselves, allowing you to speak without speech, as long as the creature can see you.
Dimensional Soul
When you reach level 14, you have learned how to protect yourself against the dangers of the world. Every element gives you a new kind of protection.
The element of fire has taught you how to protect yourself with your inner power, giving you proficiency in charisma saving throws.
The element of earth has strengthened your muscles, making you capable of resisting any feats of strength, giving you proficiency in strength saving throws.
The element of water has allowed you to take more beatings, giving your body a powerful resistance, giving you proficiency in constitution saving throws.
Finally, the element of air has allowed you to quickly dodge out of the way of things coming to hurt you, giving you proficiency in dexterity saving throws.
Primordial transformation
Once you reach level 15, you have learned so much about elementals, that you can even mimic the creatures themselves. After you have finished a long rest, choose either a fire elemental, water elemental, earth elemental or wind elemental. Until you finish another long rest, you can transform into that elemental. You can use an action to transform into the elemental. At that point:
- Your game statistics are replaced by the statistics of the elemental, you only keep your alignment, personality, Intelligence, Wisdom and Charisma scores.
- When you transform, you assume the elementals hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- Your equipment merges into your new form. If you are into your elemental form, you can use a bonus action to transform back. In theory, you can transform into your elemental form an infinite number of times, however:
- Your elementals hit points remain the same between different transformations. If you revert to your original form while the elemental had 7 hit points, you transform back into the elemental at 7 hit points.
- During a short rest, your elemental form does not use hit dice to heal. Rather, you can use elemental affinity points to heal your elemental form for 1d10 per affinity point spent.
- When you start a short or long rest, you can not rest in your elemental form.
- When you finish the long rest, you can choose what type of elemental you can transform in (as mentioned in the beginning) and your elemental forms current hit points are reset to their maximum.
Planar travel
When you reach level 18, your connection to the elements has transcended into a connection to the elemental planes from which your power stems. You are able to cast the plane shift spell, at the cost of 4 affinity points. However, once you cast this spell, you must take a long rest until you can cast it again. Additionally, you can only travel to the elemental planes using this spell.
Ultimate blast
When you reach level 20, you learn how to control the ultimate elemental blast, however, it is still quite taxing on you.
You can now deal force damage whenever you cast the elemental blast cantrip. If you do, a burst of the four basic elements leaves your hands to attack the target.
In addition to the force damage you deal, you can also use all four of the basic elemental affinities listed in the elemental control feature.
If you also wish to burst this elemental blast attack, every affinity point you spend will activate all four burst abilities of these four basic elemental affinities.
You can use this feature a number of times up to your wisdom modifier (min. 1) until you must take a long rest to use it again.
Path of the warrior
An elemental warrior has decided to combine their elemental strength with their weapon skills. Perhaps you have already learned how to wield weapons, or perhaps you learned to wield weapons on your journey. However, you have learned how to combine the strength of a weapon, with the strength of the elements, making you a warrior to be reckoned with.
Weapon Mastery
Because you have decided to become a warrior, you are capable of fighting amongst the best. When you hit level 3, you become proficient with all martial melee weapons and heavy armor.
In addition your maximum hit points increase by one for each level you have in the elemental master class.
Enchanted weaponry
When you take this path at level 3, your weapons can now be infused with your elemental power.
You can use a bonus action to infuse your weapons with any of the elements.
For the next minute, whenever you hit with a melee weapon attack, you can use one of your chosen abilities from the elemental control feature, as if you had cast the elemental blast cantrip of that corresponding type.
If later on, you would get multiple attacks, you can use this feature on every individual attack.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, when you take the attack action on your turn.
Protecting armor
Starting at level 7, you generate an aura to protect your friends from damage.
Whenever a creature within 15 feet of you is about to take fire, acid, poison or cold damage, you can spend 1 affinity point and use your reaction to give that creature resistance to one of those types of damage until the start of your next turn.
Secondary blast
Once you reach level 11, you have learned how to combine your magic with weapons.
Whenever you cast your elemental blast cantrip, you can make an additional weapon attack as a bonus action.
The wind sharpens your blade
Once you reach level 17, you are able to call upon the wind to increase your speed and strength.
As a bonus action, you let yourself get enveloped by the winds.
By spending 3 affintiy points, you are under the effects of the haste spell for the next minute, but you do not have to concentrate. However, the effects when the spell end will still occur.
Path of the Puppet Master
Some elemental masters decided that they stood too lonely in this world. Because of this, they decided to create their own friend. Making them known as the puppet masters.
Puppet of your life
When you choose this path at level 3, you can create your own elemental, that will follow your every command. By spending a gem worth 100 gp, and casting a ritual for 8 hours, you can create a fire, earth, water or wind elemental puppet.
If you control an elemental puppet, you can also cast a ritual for an hour, with no material costs to change what type of elemental it is.
Your elemental puppet obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your puppet drops unconscious.
Your elemental puppet uses your proficiency bonus.
Whenever you level, you can increase the health of your elemental puppet, the same way you would increase your own (usually using a d10 + Constitution modifier).
Whenever you get an ability score improvement, your elemental puppet also gets an ability score improvement.
The AC of these elemental puppets always remains the same, but their attack bonusses and damage bonuses scale with their own ability scores and proficiency bonus (as mentioned in the creatures stat blocks).
Puppet Extra attack
Beginning at 5th level, your elemental puppet gains the multiattack action, allowing it to make two slam/touch attacks.
Control your puppet
Starting at level 7, the bond with your puppet has now become this strong that your abilities start crossing over to your creature. Whenever your elemental puppet hits with one of their given attacks, they can use an ability from your elemental control feature, as if they had cast the elemental blast cantrip. However, they can only use the ability that corresponds to their own element (so a fire elemental puppet, can only use the fire basic affinity).
True form of your minion
When you reach level 11, your elemental gets an additional ability, transforming the elemental into almost perfect copies of true elementals.
If your elemental puppet is a fire elemental puppet change the fire elementals fire form to Fire Form : The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
If your elemental puppet is a water elemental puppet add the action: Whelm (Recharge 4-6) : Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
If your elemental puppet is an air elemental puppet add the action: Whirlwind (Recharge 4-6) : Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
If your elemental puppet is a fire elemental puppet add the ability: Siege Monster : The elemental deals double damage to objects and structures.
Secondary Servant
When you reach level 17, you have learned how to temporarily double the strength of your elemental puppet. You can use an action to create an exact copy of your current elemental puppet. It has the exact same statistics, current hp and abilities as your current elemental puppet, but only remains for a minute.
The copy acts on the same initiative order as the original elemental.
After a minute, the elemental puppet returns to dust.
Once you have used this ability, you can not reuse this ability until you have had a long rest.
Path of the Caster
Some elemental masters decide to not only fight with their connections to the elemental planes, they also learn a little bit about the magic from the material plane. This allows them to cast spells like the wizards and clerics of old. But their love still goes out to elemental magic.
Spellcasting
When you reach 3rd level, you augment your elemental prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting. The elemental master spell list is detailed at the end of the class description.
Cantrips. You learn two cantrips of your choice from the elemental master spell list. You learn an additional elemental master cantrip of your choice at 10th level
Spell Slots. The Elemental Caster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
Spells Known of 1st-Level and Higher. You know three 1st-level elemental master spells of your choice.
The Spells Known column of the Elemental Caster Spellcasting table shows when you learn more elemental master spells of 1st level or higher. Each of these spells must be a level for which you have slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Elemental master spells you know with another spell of your choice from the elemental master spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your elemental master spells. 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 elemental master 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
Affinity slots
You have learned how to tap into your elemental power to gain access to more magic, and have learned to sacrifice your newfound spell power to tap into more elemental strength. You can create spell slots from affinity points and vice versa.
Creating Spell Slots. You can transform unexpended affinity points into one spell slot as an action on your turn. You can not create spell slots of a level higher than what you have spell slots for. The next table shows the cost of creating a spell slot of a given level. Additionally you can give up a spell slot to regain affinity points equal to the level of the spell slot you gave up.
| Spell Level | Affinity Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 4 |
| 3rd | 5 |
| 4th | 7 |
Residual energy
When you reach level 5, you start understanding how to weave your own elemental powers with the magic that you have learned from the world. Whenever you cast a spell of level 1 or above, you can cast elemental blast as a bonus action.
Elemental Caster Spellcasting
-Spell Slots per Spell Level-
| Elemental Master Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Strengthened affinity
Starting from level 7, whenever you cast elemental blast, you become able to combine the blast with small bits of energy from other elements.
You can spend any number of affinity points and add additional effects from the elemental control feature to your elemental blast.
You spend 1 affinity point if you have the elemental affinity and 2 points if you do not have the elemental affinity.
Combined Strength
When you reach level 11, you are able to choose an additional combined elemental affinity from the elemental control feature.
Also, for both choices of the combined elemental affinity, you do not have to have the requirements for combined elemental affinities.
True elemental casting
When you reach level 17, you have learned one of the strongest spells from the material plane.
You can now cast the "meteor swarm" spell at the cost of 9 affinity points. When you cast this spell, you can not cast it again until you finish a long rest.
Path of the positive energy
The elemental positive does not just draw their power from the elemental planes, but also from the positive plane. They are therefore able to cast radiant and holy magic, as well as using elemental powers.
Radiance blast
When you choose this path at level 3, your connection with the positive energy plane allows your range of elemental powers to grow.
You can now choose to deal radiant damage whenever you cast your elemental blast cantrip.
Additionally, whenever you deal radiant damage, using the elemental blast cantrip, you can put a blessing on an ally.
Choose a creature (but not yourself) within 30 feet of the target. That target gets +1 on all ability checks, attack rolls and saving throws for the next minute.
A target can not be affected by more than one blessing of this type at the same time, however a previous blessing can be replaced by a new one.
You can also burst this ability, as written in the bursted blasts feature.
For every elemental affinity point you spend, the blessing is made more powerful, giving an additional +1 on all ability checks, saving throws and attack rolls.
Positive Material power.
When you choose this path at level 3, you become able to cast some small pieces of holy magic to help you out.
You are now able to cast the Spare the dying and Sacred Flame cantrips.
Blessed attack
Starting at level 5, whenever a creature that you can see uses the attack action, while it has the blessing from your radiance blast feature on it, you can use your reaction to give them one additional attack.
After the creature has done their attacks, they lose the effect of the blessing.
Self preservation
When you reach 7th level, you become capable of calling on the holy power to heal people.
You can spend any number of affinity points as an action. Whenever you do, choose any creature you can touch and heal them an amount of hit points equal to your wisdom modifier multiplied by the amount of affinity points you spent.
If the creature is blessed by the blessing from your radiance blast feature, you can use this feature on them while they are up to 30 feet away from you as well.
Save the dying
When you reach level 11, you have learned how to quickly save someone from death. Whenever a creature within 30 feet from you falls unconscious while you can see them, you can use your reaction to make them drop to 1 hit point instead. Once you use this feature, you can not use it again until you have had a long rest.
If the creature is blessed by the blessing from your radiance blast feature, then you can target that creature with this feature if they are within 120 feet and you don't need to be able to see them.
Ultimate positive
When you reach level 17, you have learned the ultimate in positive elemental magic. You can now cast the "Mass heal" spell at the cost of 9 affinity points. When you cast this spell, you can not cast it again until you finish a long rest.
Path of the Negative energy
The elemental negative is the flip side of the elemental positive. They draw their power from the negative energy plane, also known as the plane of death. This makes them darker characters, but still strengthens their elemental powers.
Necrotic blast
When you choose this path at level 3, your connection with the negative energy plane allows your range of elemental powers to grow.
You can now choose to deal necrotic damage whenever you cast your elemental blast cantrip.
Additionally whenever you deal necrotic damage using the elemental blast cantrip, you can put a curse on the target.
This curse will give the target a -1 on all ability checks, attack rolls and saving throws until the end of your next turn.
A target can not be affected by more than one curse of this type at the same time, however a previous curse can be replaced by a new one.
You can also burst this ability, as written in the bursted blasts feature.
For every elemental affinity point you spend, the curse is made more powerful, giving an additional -1 on all ability checks, saving throws and attack rolls.
Negative material power
When you choose this power at level 3, you get the power to bring people closer to their death.
You are able to cast the toll the dead cantrip.
Cursed attack.
When you reach level 5, you become capable of attacking cursed targets from a distance.
You can use your bonus action to teleport to a creature affected by the curse from your necrotic blast feature, and make one melee attack against them.
After you used this ability on them, the curse is immediately removed.
Undead servant
When you reach level 7, the power of death comes forth from your spells, allowing you to create servants from the dead. Whenever you kill a creature, that is neither undead or a construct, using necrotic damage, you can spend 2 elemental affinity points to create a skeleton. This skeleton is equal to the skeleton in the PHB (page 310), with the following changes:
- Its hit points are equal to your elemental master level.
- It does not carry a sword, therefore the creatures shortsword attack is replaced by: Bite: +2 + STR to hit, one target, deal 1d4 + STR piercing damage.
- It does not carry a bow, but has some residual necrotic energy from your attack. Therefore the creatures shortbow attack is replaced by: Blast: +2 + DEX to hit, one target, deal 1d4 + DEX necrotic damage.
- Its Strength and dexterity values are equal to 10 + half your elemental master level.
- Its CR is treated as 0
- It gains a +1 to attack and damage rolls for each creature that is currently affected by the curse of your necrotic blast feature. The skeleton only follows your commands and does not do anything else otherwise. It is immediately destroyed when it hits zero hit points and 1 minute after it was created. You can only have one skeleton created in this way at a time.
Deaths breath
When you reach level 11, the power from the negative energy plane has started seeping into your body. You can now choose to be treated as an undead for any effect that affects undead.
Additionally, you can spend 2 affinity points, to create an undead aura. Any undead creature within 10 feet of you gains advantage on all attacks it makes for the next minute.
However, while this effect is active, you are treated as undead for all effects affecting undead (you can not choose).
Ultimate Negative
When you reach level 17, you have learned the ultimate in negative elemental magic. You can now cast the "Finger of death" spell at the cost of 7 affinity points. When you cast this spell, you can not cast it again until you have had a long rest.
Spell List
Cantrips
Acid splash
Chill touch
Control Flames
Create Bonfire
Firebolt
Frostbite
Green-Flame Blade
Minor illusions
Mold Earth
Poison Spray
Produce Flame
Ray of Frostbite
Shape Water
1st level
Absorb elements
Burning Hands
Create or Destroy Water
Detect Poison and Disease
Earth Tremor
Hellish Rebuke
Ice Knife
Searing Smite
2nd level
Acid Arrow
Continual Flame
Dragon's Breath
Earthbind
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Melf's Acid Arrow
Mirror Image
Protection from Poison
Scorching Ray
3th level
Elemental Weapon
Erupting Earth
Fireball
Flame Arrows
Lightning Arrow
Lightning Bolt
Major image
Meld into Stone
Melf's Minute Meteors
Wall of sand
Wall of Water
Water Breathing
Water Walk
Wind Wall
4th level
Conjure minor elementals
Control Water
Elemental Bane
Fire Shield
Ice Storm
Storm Sphere
Wall of Fire
Watery Sphere
Multiclassing
If you wish to multiclass into elemental master, you require a Wisdom score of at least 13.
If you multiclass into elemental master, you gain proficiency with simple melee weapons, light armor, medium armor and shields.
Finally, if you multiclass from monk into elemental master or vice versa, you can combine your ki points and elemental affinity points into one pool and use abilities from both classes with the points you get from both classes. This because the points, even though you obtain them differently, have the same mechanical use.
Elemental Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 90 feet
- Components: S
- Duration: Instantaneous
A blast of energy comes forth from your hand. The type of blast can be chosen by the caster. On a hit the target suffers 1d8 damage. The type of damage is dependent on the type of blast Fire makes fire damage, Water makes piercing damage, Wind makes slashing damage, Earth makes bludgeoning damage, Smoke makes poison damage, Ooze makes acid damage and Ice makes cold damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Air Elemental Puppet
Large elemental, neutral
- Armor Class 15
- Hit Points 15 (2d10 + 4)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 8 (+2) 16 (+3) 10 (+2) 6 (-2) 10 (+0) 6 (-2)
- Damage Resistances lightning, thunder
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 10
- Languages Auran
Air Form : The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Slam : Melee Weapon Attack: +5 (DEX + proficiency bonus) to hit, reach 5 ft., one target. Hit: 1d8 + 5 (1d8 + DEX + proficiency bonus) bludgeoning damage.
Earth Elemental Puppet
Large elemental, neutral
- Armor Class 16 (natural armor)
- Hit Points 17 (2d10 + 6)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
- Damage Vulnerabilities thunder
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Languages Terran
Earth Glide : The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Actions
Slam : Melee Weapon Attack: +5 (STR + proficiency bonus) to hit, reach 10 ft., one target. Hit: 1d8 + 5 (1d8 + STR + proficiency bonus) bludgeoning damage.
Fire Elemental Puppet
Large elemental, neutral
- Armor Class 13
- Hit Points 13 (2d10 + 2)
- Speed 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 7 (-2)
- Damage Immunities fire, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 10
- Languages Ignan
Fire Form : The elemental can move through a space as narrow as 1 inch wide without squeezing.
Illumination : The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.
Water Susceptibility : For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Touch : Melee Weapon Attack: +5 (DEX + Proficiency bonus) to hit, reach 5 ft., one target. Hit: 1d6 + 5 (1d6 + DEX + proficiency bonus) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.
Water Elemental Puppet
Large elemental, neutral
- Armor Class 14 (natural armor)
- Hit Points 15 (2d10 + 4)
- Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 8 (-1)
- Damage Resistances acid
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 10
- Languages Aquan
Water Form : The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze : If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Actions
Slam : Melee Weapon Attack: +5 (STR + proficiency bonus) to hit, reach 5 ft., one target. Hit: 1d8 + 5 (1d8 + STR + proficiency bonus) bludgeoning damage.
Changelog
version 0.4.1
- You can now only use the boosted effects of the quick protection feature if you have the corresponding basic affinity
- You gain an additional basic affinity at level 5 instead of 6
version 0.4
- Spelling and wording fixes
- Elemental positive cantrip change (toll the dead to sacred flame)
- Water version of Elemental control changed
- Path of the warrior -> The wind sharpens your blade now has an affinity point cost and a duration of 1 minute.
- Path of the Warrior -> Enchanted weaponry slightly changed as to give the player more bonus actions.
- Planar travel now has an affinity cost
- Level 17 features of Path of the positive, negative and caster have been changed.
- Name of level 11 feature of "path of the caster" has been changed.
- Can now pick three proficiencies when building this character
- Tools of the trade completely revamped.
version 0.3
- Changed level 9 feature
- Added extra info to level 6
- Spelling mistake fixes
version 0.2
- Renamed most features
- Replaced Investigation by Medicine in both skill proficiencies and elemental way
- Added multiclassing
- Removed unconscious as condition immunity from puppets