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### Elementalist - an artificer subclass For as long as you could remember, you have always felt a connection with the elements of nature. They call to you, whether you found yourself drawn toward seas and lakes to lose yourself is the buoyant flow of the waves, spending hours gazing hypnotically into the flickering campfire each night at home, seeking out the tallest mountains and trees where the clean fresh air let you see even above the clouds, or fascinated by the secret passages of caves, tunnels, and massive sturdy earthenworks structures. Your innate handiness with tinkering and your penchant for magic complement your elemental aspirations and the combination draws you to seek out worlds beyond your own and interact with those who call these planes their homes. Elementalists are artificers who merge their talents for creation with their elemental affinity to create items and creatures that draw not only from the artificer's arcane powers, but also from the elemental planes. They have the ability to create elemental servants, infuse elemental energy into items, and even visit distant planes themselves. ##### (Subclass name) Features/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 alchemist’s supplies. 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 construct a beacon to communicate with an elemental plane of your choice. The messages you have sent through the elemental plane 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 that plane. You can speak, read, and write Primordial. Whenever you make a Charisma (Persuasion) or Wisdom (Insight) check when interacting with elementals, you are considered proficient in the check. As a bonus action, you can activate your elemental beacon to provide resistance against the following types of damage for one minute. You regain the ability to do so when you finish a long rest.
| Element | Resistance | |:-----:|:-----------:| |
Air
| Lightning, psychic, thunder | |
Earth
| Bludgeoning, force, piercing, slashing | |
Fire
| Fire, Necrotic, Radiant | |
Water
| Acid, cold, poison |
#### Summon Elemental Familiar At 5th level, improvements you have made to your elemental beacon allow it act as a conduit to your chosen elemental plane through which you can summon an elemental familiar. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can summon an elemental familiar based on your elemental specialty.
| 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 |
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. #### Improved Elemental Beacon At 9th level, you have upgraded your elemental beacon to enable additional functionality. You now regain the ability to use your Elemental Beacon feature when you finish a long or short rest. Additionally, you gain the following features: ___
Air.
You can add your spellcasting 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 spellcasting 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 spellcasting 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 spellcasting 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.