The Elementalist
Ultimate Cosmic Power
The Goliath’s laughing voice booms “See you guys in hell” over the voices of the bandits screaming from the caustic acids covering their bodies.
All the Drow suddenly fall over as the cave walls begin to crumble and fall over. When they try to get up, they can't because their limbs are locked in place by whoever caused that earthquake just now. They look around as the halfling walks in, seemingly unaffected by the enormous earthquake that just hit.
The room’s temperature suddenly skyrockets as flames erupt from a tiny hole in the center of the room, looking around for the source of this intense heat and flames the goblins only see a tiefling whose hands are on fire already casting a spell.
The Field
Few people know of the planes. Even fewer know what's in between them. The Field is the barrier between the planes. And you, as an Elementalist, draw upon this immense power.
The Elementalist
| Level | Proficiency Bonus | Features | Cantrips Known | Element points | Spells Known | Breach Radius |
|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Arcane Breach, Planar Genesis | 4 | Int. Mod + Proficiency Bonus | 2 | 5 |
| 2nd | +2 | Arcane Shackles | 4 | Int. Mod + Proficiency Bonus | 3 | 5 |
| 3rd | +2 | Spell Empowerment | 4 | Int. Mod + Proficiency Bonus | 4 | 5 |
| 4th | +2 | Ability Score Improvement | 5 | Int. Mod + Proficiency Bonus | 5 | 5 |
| 5th | +3 | - | 5 | Int. Mod + Proficiency Bonus | 6 | 10 |
| 6th | +3 | - | 5 | Int. Mod + Proficiency Bonus | 7 | 10 |
| 7th | +3 | Planar Genesis Feature | 6 | Int. Mod + Proficiency Bonus | 8 | 10 |
| 8th | +3 | Ability Score Improvement | 6 | Int. Mod + Proficiency Bonus | 9 | 10 |
| 9th | +4 | Planar Warden (2x Per Long Rest) | 6 | Int. Mod + Proficiency Bonus | 10 | 10 |
| 10th | +4 | Improved Channeler | 7 | Int. mod + 2x level | 11 | 15 |
| 11th | +4 | Friends In High Places | 7 | Int. mod + 2x level | 12 | 15 |
| 12th | +4 | Ability score improvement | 7 | Int. mod + 2x level | 13 | 15 |
| 13th | +5 | - | 8 | Int. mod + 2x level | 14 | 15 |
| 14th | +5 | - | 8 | Int. mod + 2x level | 15 | 15 |
| 15th | +5 | Planar Genesis Feature | 8 | Int. mod + 2x level | 16 | 20 |
| 16th | +5 | Ability score improvement, Planar warden (3x per long rest) | 9 | Int. mod + 2x level | 17 | 20 |
| 17th | +6 | Planar Nexus | 9 | Int. mod + 2x level | 18 | 20 |
| 18th | +6 | Planar Genesis Feature | 9 | Int. mod + 2x level | 19 | 20 |
| 19th | +6 | Ability score improvement | 9 | Int. mod + 2x level | 20 | 20 |
| 20th | +6 | Improved Channeler | 10 | Int. mod + 2x level | 21 | 30 |
Class Features
As an Elementalist, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Elementalist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 + Your constitution modifer
Proficiencies
- Armor: none
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: none
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Light Crossbow and 20 bolts or (b) any simple weapon
(a) a Component pouch or (b) an arcane focus
(a) a Dungeoneer's Pack or (b) an Explorer's Pack Two daggers
Spellcasting
Either you or your ancestors went to the planes for one reason or another and was imbued with immense cosmic power.
Cantrips
At 1st Level, you know four Cantrips of your choice from the Elementalist spell list. You learn an additional Elementalist cantrip of your choice at 4th Level and another at 10th level.
Element Points
Beginning at first level you gain a number of Element Points equal to your intelligence modifier + your Elementalist level. You can cast a spell of first level or higher using a number of Element Points equal to the spell level as you level up you gain a number of Element Points equal to your intelligence modifier + your Proficiency bonus.
Spell Slots And Element Points
If you multiclass into a class with spell slots you can convert up to fifth level spell slots into element points and vice versa. See The Players Handbook page 101 for conversion.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Elementalist Spells, since the power of your magic relies on your ability to project your will into the world. You use your intelligence modifier whenever a spell refers to your Spellcasting Ability. In addition, you use intelligence when setting the saving throw DC for an Elementalist spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your intelligence modifier
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Elementalist Spells.
Primordial Genesis
Choose a Primordial Genesis, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st Level and again at 7th, 15th, and 18th level.
Arcane Breach
Beginning at 1st level, you can open a breach to a plane drawing the energies of that plane into the plane you're currently on. As an action on your turn you can spend any number of element points to choose an unoccupied space you can see within 30 feet to open a breach. This space counts as difficult terrain. At the end of each round the breach deals 3 elemental damage (see chart below) to each creature of your choice within 30 feet. This damage increases by one per Element Point used. Additionally your Arcane Breach acts as your spellcasting focus while you have it within 30 feet of you. You also have resistance to the damage type of the breach.
| Planar Genesis | Arcane Breach Damage | Planar Shackles Effect |
|---|---|---|
| Fire | Fire | Shackled creatures take 2 additional fire damage from the breach |
| Earth | Force | At the start of a shackled creature’s turn it must succeed on a strength saving throw or have disadvantage on all attack rolls until it can succeed on the saving throw |
| Water | Cold | When you deal cold damage to a shackled creature their speed is reduced by 10 feet |
| Air | Lightning | When a shackled creature within the breach takes lightning damage from you or a non hostile creature all melee weapon attacks made against that creature have advantage until the end of your next turn |
| Astral | Psychic | When you use your psychic scream feature against a shackled creature that creature takes disadvantage on their wisdom saving throw for the psychic scream |
| Celestial | Radiant | When you cast a healing spell on a creature you can see within the breach all shackled creatures must make a wisdom saving throw or be blinded until the end of your next turn |
| Fiendish | Acid | If a shackled creature is below ½ health that creature takes double damage from your spells |
| Shadowfell | Necrotic | When a shackled creature is reduced to zero hit points from your reapers claw feature you gain a number of temporary hit points equal to your Elementalist level + your proficiency modifier |
Arcane Shackles
Beginning at 2nd level as a bonus action you may forge a link between you and a number of creatures you can see within the breach’s radius equal to your proficiency bonus (choosing yourself does not count against that number) doing so gives them the effect shown above. The affected creatures must make a wisdom saving throw. On a failure the creature is magically bound to you. A shackled creature cannot leave the breach’s range unless it succeeds a wisdom saving throw at the beginning of each of its turns. You can use this feature once per short. At 5th level you may use this 2x per short rest. At 11th level this increases to 3x per short rest. At 17th level this becomes 4x per short rest.
Spell Empowerments
Beginning at 3rd Level, when you cast a spell as a higher level than its original level, add your intelligence modifier to any damage or healing done.
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.
Planar Warden
Beginning at 9th level, as an action on your turn you may force creatures native to the plane that you derive your powers from to make a wisdom saving throw or take 4d12 psychic damage and be banished back to its original plane. Taking half damage on a success. You may use this feature twice per long rest; this number increases to per long rest at 16th level.
Friends In High Places
Beginning at 11th level you learn the spell "Contact Other Plane"; it does not count against your spells known or require element points to cast. When you cast this spell you contact a creature native to the plane your powers come from. on a failed saving throw you take half the normal damage.
Planar Nexus
Beginning at 17th level you learn the “Gate” spell connecting to your Planar Genesis. It does not count as one of your spells known or require element points to cast. once you cast this spell you cannot cast it again until you take a long rest.
Improved Channeler
beginning at 20th level you gain 2x your proficiency bonus in element points.
Planar Genesis’
Fire Genesis
Bonus Proficiencies
Gain proficiency with insight checks adding your intelligence modifier to these checks.
Arcane Nova
When you cast a spell of 1st level or higher that deals fire damage against a creature within the breach’s range you can choose to cause all hostile creatures within the radius to take fire damage equal to twice the number of Element Points used to cast the spell.
Burning Reflection
beginning at 7th level, once per long rest if a hostile creature you can see within 30 feet of you or the breach casts a spell that deals fire damage you can use your reaction to make the breach reflect that damage back at that caster nullifying that damage against that target.
Armor of Ash
Beginning at 15th level, Once per long rest as a reaction on your turn you can cover a non-hostile creature of your choice in planar ashes giving that creature fire resistance until the end of your next turn.
Absolute Destruction
Beginning at 18th level, Once per long rest you can use your reaction to when you cast a spell that deals fire damage within 30 feet of the breach you add ½ your proficiency bonus to the attack roll.
Earth Genesis
Bonus Proficiencies
Beginning at 1st level, you gain proficiency in light armor, medium armor, and shields. You can add your intelligence modifier to your constitution saves
Defensive Quake
Beginning at first level You learn the earth tremor spell. Once per breach you can cast this spell as a bonus action centered on a point within the breach’s 30 foot radius.
Earthen Restraints
Beginning at 7th level, When a creature falls prone within your breach’s radius you can use your reaction to force a number of creatures (equal to a number of Element Points used) to make a strength save or be restrained for 1 minute. A creature can repeat this save as an action on their turn.
Stonewalling
Beginning at 15th level, you learn the Wall Of Stone spell. It doesn't count against your known spells. Once per long rest you can cast it without using any Element Points and as a reaction.
Earthen Defense
Beginning at 18th level as an action you can spend Element Points equal to half your proficiency modifier to give your allies temporary hit points equal to ½ your Elementalist level.
Water Genesis
Bonus Proficiencies
Beginning at 1st level, gain proficiency with Athletics checks adding your intelligence modifier to these checks.
In addition you gain the ability to breathe underwater and gain a swim speed of 30 feet if you already have a swim speed it either becomes the same as your on land movement speed or it increases by 30 feet whichever is higher.
Black Ice
Also at 1st level, As a reaction, You can force a creature moving through an unoccupied space within your breach to make a dexterity saving throw against your spell save DC or be knocked prone taking ½ their movement speed in bludgeoning damage on a success it drops its movement speed by 10 feet until the end of your next turn.
Liquid Form
Beginning at 7th level, As a bonus action on your turn you can spend a number of Element Points equal to ½ your level gain resistance to non magical bludgeoning, piercing, and slashing damage for up to a minute.
Frostbites
Beginning at 15th level, As a reaction when a creature you can see within your breach takes cold damage you can force that creature to make a constitution saving throw against your spell save DC or be incapactitated until the end of your next turn. If you deal cold damage to that creature before the end of your next turn, that creature takes extra cold damage equal to your intelligence modifier.
Ice Shell
Beginning at 18th level, When you use your bonus action to use your Water Form feature you now gain immunity to fire damage and resistance to cold damage and you gain temporary hit points equal to your 2x your proficiency modifier. Additionally when you use your black ice feature while in your water form the creature has disadvantage on their dexterity saving throw to resist this effect.
Air Genesis
Bonus Proficiencies
gain proficiency with acrobatics checks adding your intelligence modifier to these checks.
Electromagnetic Attraction
When you cast a spell of first level or higher that deals lightning damage against a target wearing metallic armor within the breach, that target must make a strength saving throw against that creatures’ armor class or be pulled 10 feet towards the breach or half as far on a success. If the creature ends its turn within 5 feet of the breach it must make a strength save against your spell save DC or be banished to the plane of air until the breach ends or it uses its whole movement to get out of the breach’s 10 foot cube, on a success.
Lightning Leap
When you cast a spell of first level or higher that deals lightning or thunder damage you can spend a number of Element Points up to your proficiency bonus to deal one damage die lower (example 2d6-2d4) to other creatures. (one spell point per target max 3 creatures)
Thunderous Explosion
when you cast a spell of first level or higher that deals lightning damage you can force a creature to make wisdom saving throw or be blinded until the end of your next turn also when you cast a spell of first level or higher you can force a creature to make a wisdom saving throw or be deafened until the end of your next turn.
Lightning Storm
Beginning at 18th level, when you cast a spell of first level or higher that deals thunder or lightning damage against a target within your breach that creature takes an extra 1d10 lightning or thunder damage (if the spell does lightning damage that creature takes d10 thunder damage and vice versa)
Astral Genesis
Bonus proficiencies
Beginning at 1st level, gain proficiency with perception checks adding your intelligence modifier to these checks.
Psychic Scream
Beginning at 1st level, you can spend a number of Element Points equal to your proficiency bonus to force creatures within the breach to make a wisdom saving throw or take 1d6 psychic damage, or take ½ damage on a success. This increases to 2d6 at 8th level and 3d6 at 14 and 4d6 at 17th level.
Zero Gravity
Beginning at 7th level, as an action on your turn, you can spend a number of Element Points equal to Your Elementalist Level to decrease gravity inside the breach. Creatures take disadvantage on melee attack rolls but have advantage on ranged weapon attacks and grapples. Additionally if you use your Psychic Scream feature each creature who fails the save is incapacitated until the end of your next turn
Sixth Sense
Beginning at 15th level, as a reaction to getting hit, you can spend a number of Element Points equal to your proficiency bonus to add Int. mod x2 to your armor class until the end of your next turn possibly forcing the attack to miss.
Powerful Mind
Beginning at 18th level, you are immune to being charmed, frightened and stunned. Additionally, if any of your allies are making saves against any of these conditions, add half your elementalist level to these saves.
Celestial Genesis
Bonus Proficiencies
Beginning at 1st level, gain proficiency with Medicine and Religion checks. Additionally if you make a medicine check on a creature taking death saving throws that creature becomes stabilized with 1 hitpoint.
Words Of Life
Beginning at 1st level, you learn the spell Healing Word. It doesn’t count as one of your spells known. Also if the creature you targeted was lower than ½ hitpoints they gain temporary hit points equal to your proficiency modifier.
Prayer of Rest
Beginning at 7th level, Once per long rest, while your Arcane Breach is in use when a creature you can see, within the breach’s range takes damage that drops that creature to 1/2 hit points or below you can use your reaction spend a number of Element Points equal to Your Elementalist Level to make a religion check letting that creature regain hit points equal to the number of element points used + the roll of the dice. Additionally beginning at 16th level that creature can choose one short rest class feature fully recharging that feature (like Action Surge or Channel Divinity).
Healing Light
Beginning at 15th level, when you deal radiant damage, each creature of your choice within your breach’s area gains temporary hit points equal to your proficiency modifier.
Divine Empowerment
Beginning at 18th level, when you use your Words Of Life feature you gain a number of temporary hit points equal to your intelligence modifier.
Fiendish Genesis
bonus proficiencies
Beginning at 1st level, gain proficiency in Deception, Persuasion, and Intimidation adding your intelligence modifier to rolls with these skills
Bloodletter
Beginning at 1st level, On your turn when you cast a spell of first level or higher you can choose to spend an extra Element Point to have your attack be a critical hit on a 19 or 20.
Potent Acids
Beginning at 7th level, when you deal acid damage using a spell of first level or higher to a creature within the breach you lower their armor class by an amount equal to your intelligence modifier until the end of your next turn.
Acidic Health
Beginning at 15th level, if you deal acid damage to a creature and it reduces the creature to zero hit points you gain temporary hit points equal to double your Intelligence modifier
Frightening Acids
Beginning at 18th level, each time you deal acid damage using a spell of first level or higher you can force the creature to make a wisdom saving throw against your spell save dc or be frightened until the end of your next
Shadowfell Genesis
bonus proficiencies
Beginning at 1st level, you gain proficiency with stealth checks adding intelligence to these checks
Reapers Claw
Beginning at 1st level, you learn the Chill Touch cantrip; this doesn't count against the number of cantrips known. Additionally If this spell kills the creature it raises as a skeleton at the end of your next turn it takes its turn after yours then dies.
Dreadful Strike
Beginning at 7th level, when you cast a spell of first level or higher that deals necrotic damage, the target creature(s) have disadvantage on all saving throws until the end of your next turn.
Death’s Embrace
Beginning at 15th level, once per long rest when you take damage equal to one or more of your Elementalist hit dice, as a reaction, you can choose to force the creature dealing the damage to make a constitution saving throw using your spell save DC or take Your Elementalist Level in necrotic damage or half on a success. Additionally if your Reapers Claw feature kills the creature it raises as a skeleton at the end of your next turn. These skeletons will stay with you until you or it drop to zero hit points.
The Dead Rise
Beginning at 18th level, when you use your arcane breach feature any undead you have under your control within 30 feet of the breach have advantage on any attack rolls made against any non-undead.
Multiclassing
Intelligence 13 and Constitution 13
Spell list
Cantrips
- Thaumaturgy
- Lightning Lure
- Mage Hand
- Message
- Mind Sliver
- Ray Of Frost
First Level
- Absorb Elements
- Burning Hands
- Chromatic Orb
- Catapult
- Compelled Duel
- Dissonant Whispers
- Faerie Fire
- Fog cloud
- Guiding Bolt
Second Level
- Acid Arrow
- Healing Spirit
- Lesser Restoration
- Agnazzar's Scorcher
- Darkness
- Flaming Sphere
- Heat metal
- Gentle Repose
- Flock Of Familiars
- Mind Spike
- Scorching Ray
Third Level
- Blink
- Call Lightning
- Erupting Earth
- Fireball
- Fly
- Glyph Of Warding
- Hunger Of Hadar
- Leomund's Tiny Hut
- Lightning Bolt
- Melf’s Minute Meteors
- Pulse Wave
- Thunder Step
- Tidal Wave
Fourth Level
- Dimension Door
- Faithful Hound
- Ice Storm
- Mordenkainen's Private Sanctum
- Stone Skin
- Vitriolic Sphere
- Wall Of Fire
Fifth level
- Contagion
- Destructive Wave
- Danse Macabre
- Immolation
- Maelstrom
- Negative Energy Flood
- Planar Binding
- Steel Wind Strike
- Synaptic Static
- Wrath Of Nature
Sixth Level
- Arcane Gate
- Chain Lightning
- Disintegrate
- Forbiddance
- Mental Prison
- Planar Ally
Seventh Level
- Delayed Blast Fireball
- Firestorm
- Tether Essence
- Sequester
- Teleport
- Simulacrum
- Whirlwind
Eighth Level
- Demiplane
- Earthquake
- Mighty Fortress
- Reality Break
- Sunburst
Ninth Level
- Storm Of Vengeance
- Meteor swarm
- Astral Projection
- Wish