Elementalist, Sorcerer Subclass

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Elementalist

A Sorcerer who for reasons only known to them uses a specific element for their spells. Although restricted to the one type of spell an Elementalist excels within that element.

Elementalist

Your innate magic comes from a specific elemental plane. Most sorcerers have some amount of elemental heritage, or were born on a day of confluence where an elemental plane was closest to the prime material. Whatever the case, the magic of the elements flows through you.

Voice of the Elements

The elemental magic you contain allows you to speak, read, and write Primordial or the element you are tied to (Aquan, Auran, Ignan, and Terran). Primordial allows you to understand and be understood by those who speak its dialects, but in a much more basic form than the specific “dialects”.

Elemental Heritage

Starting at 1st level, your elemental heritage blossoms and takes shape. Choose from Fire, Water, Air, or Earth for your Elemental focus. Damaging spells you cast are restricted to the element that you choose. Although you are not restricted when selecting non-damaging spells. If a spell you select has multiple options, you are restricted only to your elemental type if a spell deals multiple types of damage, all damage is converted to your element.

Choosing Fire restricts you to only being able to cast damaging spells which deal Fire damage. In addition you can use your action to set an object that isn’t being held on fire that you are touching.

Choosing Water restricts you to only being able to cast damaging spells which deal Cold damage. In addition you can use your action to freeze or melt a 5 ft cube of water/ice.

Choosing Air restricts you to only being able to cast damaging spells which deal Lightning or Thunder damage. In addition you can use your action to Electrify the air around yourself, this electrified air makes hair stand up and static electricity to build up in a 10 foot radius around you.

Choosing Earth restricts you to only being able to cast damaging spells which deal Acid, Slashing, Bludgeoning, or Piercing. In addition you are able to use your action to modify a cube 5 ft cube of dirt or stone to be difficult terrain or normal terrain.

Elemental Focus

At 6th level, you gain resistance & bypass resistance based on your Elemental Heritage. If a spell you cast would naturally deal damage based on your Elemental Heritage it gains a damage bonus equal to your Proficiency Bonus. Lastly you have learned how to convert other spells damage types to be your elemental focus. This allows you to learn other damaging spells. Refer to the list below for these elements.

Fire Elementalist gains resistance to fire damage, ignores fire resistance, and spell conversion to fire damage type.

Water Elementalist gains resistance to cold damage, ignores cold resistance, and spell conversion to cold damage type.

Air Elementalist gains resistance to lightning or thunder damage, ignores the previous selection’s resistance, and spell conversion to previous selections damage type.

Earth Elementalist gains resistance to acid, slashing, bludgeoning or piercing damage, ignores the previous selection’s resistance, and spell conversion to previous selections damage type

Example, an Earth Elementalist could learn “Lightning Bolt” but the damage type is converted to Acid Damage, but would not get the proficiency bonus to the damage roll. Whereas if an Earth Elementalist learned Melf’s Acid arrows or Erupting Earth those spells would get the proficiency bonus to the damage rolls, but only acid arrows would ignore resistance.

Elemental Shaper

At 6th level, you gain the ability to subtly control the elements around you.

Fire Elementalist: As an action you can control the shape, size, and color of all fire within 20 feet of you. When changing its size you can only increase or decrease it by 5 ft with each action. After 1 minute the fire returns to its original or a sustainable form unless you spend another action to extend the duration.

Water Elementalist: As an action you can control the temperature, shape, size, and color of all water within 20 feet of you. When changing its size you can only increase or decrease it by 5 ft with each action. After 1 minute the water returns to its original, or sustainable form unless you spend another action to extend the duration.

Air Elementalist: As an action you can shield an 10 foot radius area around you from any precipitation for 1 minute as a barrier of air deflects it away from the protected area. Additionally you can change the density (up or down to 2 thousand feet of air density), temperature (up to 10 degrees celsius in either direction) and humidity of the air within this radius. These changes last until you use an action to end the effect.

Earth Elementalist: As an action you can change the color, shape, elevation and slope of earth and stone in a 10 foot radius around you. After 1 minute the earth returns to its original, or sustainable form unless you spend another action to extend the duration.

Elemental Ascendance

Starting at 14th level, your body takes on more properties of your Elemental Heritage.

Fire Elementalist: You are able to superheat your body. While superheated you gain a flying (hover) speed equal to your walking speed. In addition you can pass through non-magical flames and other heated materials with no ill effect.

Water Elementalist: You are able to chill your body. While chilled you gain a swimming speed equal to your walking speed and the ability to breathe water, you can also “swim” through solid ice as if it were difficult terrain. In addition you also ignore the effects of cold weather and snowy/icy terrain.

Air Elementalist: You are able to electrify your body. While electrified you gain a flying speed equal to your walking speed, or convert your body to electricity to “jump” to a metal object within your movement speed that you can see. This jump consumes your movement speed like normal, but is a teleport-like ability similar to misty step. . In addition you can also pass through non-magical electricity with no harm.

Earth Elementalist: You are able to harden your body. While hardened your body takes on aspects of dirt and stone and you gain a burrow speed equal to your walking speed when burrowing through earth and stone, this burrow speed does leave a tunnel through earth and stone you pass through. In addition, while burrowing you do not need to breathe, eat or drink as your body gains its nourishment from the surrounding earth and stone.

Elemental Mastery

At 18th level, you gain mastery over your Elemental Heritage. You gain the following benefits based on your Elemental heritage.

Fire Elementalist: You gain immunity to fire, and damaging spells and abilities you use penetrate fire immunity, converting such immunity into fire resistance. In addition you may grant a number of creatures resistance to fire equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Water Elementalist: You gain immunity to cold damage, and damaging spells and abilities you use penetrate cold immunity, converting such immunity into cold resistance. In addition you may grant a number of creatures resistance to cold equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Air Elementalist: You gain immunity to the damage type you selected at 6th level, and damaging spells and abilities you use penetrate that immunity, converting such immunity into it into resistance. In addition you may grant a number of creatures resistance to the selected damage type equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

Earth Elementalist: You gain immunity to the damage type you selected at 6th level, and damaging spells and abilities you use penetrate that immunity, converting such immunity into it into resistance. In addition you may grant a number of creatures resistance to the selected damage type equal to your Proficiency bonus for 1 hour. Once you do so you cannot do so again until you complete a long rest.

 

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