Elementalist Artificer

by TexasDevin

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Elementalist - an artificer subclass

Elementalists are artificers who merge their affinity toward the elemental planes with their aptitude for invention and creation. They can create elemental beacons to interact with the elements and channel their energy into objects and creatures. They can create elemental servants, infuse elemental energy into objects, and even contact distant planes themselves.

Elementalist Spells
Class Level Feature
3rd burning hands, create or destroy water
5th gust of wind, spike growth
9th meld into stone, water breathing
13th conjure minor elemental, fire shield
17th conjure elemental, contact other plane

Tool Proficiency.

When you adopt this specialization at 3rd level, you gain proficiency with tinkerer's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Elemental Beacon

At 3rd level, you gain the ability to design and construct an elemental beacon, which takes ten minutes and requires 10 gold pieces worth of material to create. This beacon allows you to communicate with an elemental plane of your choice. The messages sent through the beacon are received and answered by an intelligent being on the other side. Through ongoing communication, you have begun to build a rapport with denizens from those planes. You can speak, read, and write Primordial. Whenever you make a Charisma (Persuasion) or Wisdom (Insight) ability check when interacting with elementals, you are considered proficient in the ability check. You regain the ability to create an elemental beacon after a long rest.

Elemental infusion

At level 3, you have learned to infuse your elemental beacon into objects. As an action, you may press your beacon into an object and infuse its elemental energy into the object. If the object is a weapon, it inflicts additional damage equal to your Intelligence modifier. The type of additional damage is chosen at the moment of infusion based on its associated element. If the object is armor, it receives resistance to a type of damage chosen at the moment of infusion based on its associated element.

Element Damage Type
Air Lightning, psychic, thunder
Earth Bludgeoning, force, piercing, slashing
Fire Fire, Necrotic, Radiant
Water Acid, cold, poison

When you create another elemental beacon, the infusion fades from the object.

Summon Elemental Familiar

At 5th level, improvements you have made to your elemental beacon allow it act as a conduit to an elemental plane. You learn the find familiar spell and can cast it as a ritual. The spell does not count against your number of spells known. When you cast the spell, your elemental beacon acts as the material component and transforms into a familiar summoned from the elemental plane. When you create another elemental beacon, any existing familiar is dismissed. Additionally, when you take the attack action, you can forgo your own attack to allow your familiar to use one of its actions as a reaction.

Element Familiar
Air dust mephit, ice mephit, or smoke mephit
Earth dust mephit, magma mephit, or mud mephit
Fire magma mephit, smoke mephit, or steam mephit
Water ice mephit, mud mephit, or steam mephit

Enhanced Elemental Beacon

At 9th level, you regain the ability to create an Elemental Beacon when you finish a long or short rest.

Elemental Affinity

Also at 9th level, you choose one element to attune yourself to, which grants you the following features:


Air. You can add your Intelligence modifier to your damage roll when dealing lightning, psychic, or thunder damage. You can cast the levitate spell on yourself once with this feature and regain the ability to do so when you finish a long rest.


Earth. You can add your Intelligence modifier to your damage roll when dealing bludgeoning, force, piercing, or slashing damage. You can cast the long strider spell on yourself once with this feature and regain the ability to do so when you finish a long rest. While this spell is in effect, you ignore nonmagical difficult terrain.


Fire. You can add your Intelligence modifier to your damage roll when dealing fire, necrotic, or radiant damage. You can cast the protection from energy (fire only) spell on yourself once with this feature and regain the ability to do so when you finish a long rest.


Water. You can add your Intelligence modifier to your damage roll when you deal acid, cold, or poison damage. You can cast the water walking spell on yourself once with this feature and regain the ability to do so when you finish a long rest.

Elemental Mastery

At level 15, you have ingratiated yourself into the society on the plane of your chosen element. Your interactions with its denizens are particularly fruitful. You learn the Summon Elemental Spirit spell. When you cast Summon Elemental Spirit, Conjure Minor Elementals, or Conjure Elemental using your elemental beacon as an arcane focus, the spell is treated as though it was cast at one level higher. Saving throws to maintain concentration on these spells are made with advantage.

The drawing board... weird shit i liked, but didn't make the cut

Elemental Perception

At _th level, you can use your elemental beacon to extend your perception beyond the material plane. As an action, you can press your beacon to your chest and perceive through the senses of a willing elemental creature on your chosen plane. While doing this, you may communicate mentally with the creature and perceive everything it perceives and know its thoughts. Your body remains at its current location and is unconscious until you take an action to return your consciousness to your body and wake.

Planar Avatar

(no idea what level, but I like the concept)


At _th level, you can use your elemental beacon to visit another plane. As an action, you press your beacon to your forehead and your consciousness passes through it into your chosen elemental plane. While visiting, your mind inhabits the form of an elemental avatar, which looks like a ghostly visage of you. None of your equipment travels with you.


Elemental Avatar

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 1 (1d1)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0 10 (+0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Grappled, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Same as PC
  • Challenge 0 (10XP)

Incorporeal Movement. The elemental avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Return to host. When the elemental avatar dies, it disappears and the occupying consciousness is returned to its host body.

Actions

Receive object. You hold out your hands to receive an object no larger than 10 pounds. This object must be given to you willingly and placed directly into your hands. You can only hold one object at a time.

Return to body. You can return to your natural body along with one object that has been given to you.

An elemental avatar is a translucent representation of yourself wearing a simple grey robe. It can slowly float ghostlike through an elemental plane and communicate verbally with anyone who can understand and chooses to acknowledge you. Its incorporeal body passes through solid objects and it impervious to mundane forms of physical damage, though it is quite weak against magical attacks. The one exception to its incorporeal nature is when it holds out its hands to receive an item. A small item, no heavier than 10 pounds and no larger than what can fit in its hands can be received by it and travel back to the plane of origin with the occupying consciousness.

Second Attack

At 5th level, when you take the attack action, you can attack twice.

 

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