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# The Elementalist, the Bamstacks Variant A drow crouches, perched atop the rim of a stone roof. As the door below her opens, she launches into the air, fire bursting from her hands and feet in concentrated jets. At the apex of her arc, she unleashes a precise plume of fire that fells her target. A firbolg finds the hobgoblin torch that set his forest ablaze. While drawing his mace with one hand, he swipes the air with the other, causing water to leap from his pouch and cut a path in the flames. Raising his mace, he charges through the gap to confront his arsonist foes. A pandaren stands in a training yard of cobblestone, peering over all of the various objects the sages left for her to practice the other elements. Earth will always be her favorite, her Prime Element, but she knows her destiny is to master all the elements and save the world. Summoning her power to the ready, she gets to work. Each of these heroes is an elementalist, a person who, at some point in his or her life, formed an intimate connection with one of the four Prime Elements: Air, Earth, Fire, or Water, and through that connection learned to control that element as an extension of him or herself. Elementalists exert power over the raw elements, allowing them to raise mountains, form hurricanes, create whirlpools, and unleash infernos as they increase in strength. *Note, this is a modified version of OAP's Elementalist class found [here](https://www.dmsguild.com/product/216381/OAP-The-Elementalist-Class).*
##### The Elementalist | Level | Proficiency Bonus | Features | Elemental Strike | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Prime Element, Elemental Strike |1d6 | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting, Elemental Blast |1d6 | 2 | — | — | — | — | | 3rd | +2 | Control Style |1d6 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement |1d6 | 3 | — | — | — | — | | 5th | +3 | Extra Attack |1d6 | 4 | 2 | — | — | — | | 6th | +3 | Suffused Strike, Prime Element Feature |1d6 | 4 | 2 | — | — | — | | 7th | +3 | Elemental Blast improvement |1d8 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement |1d8 | 4 | 3 | — | — | — | | 9th | +4 | — | 1d8 | 4 | 3 | 2 | — | — | | 10th | +4 | Control Technique |1d8 | 4 | 3 | 2 | — | — | | 11th | +4 | Suffused Strike improvement |1d8 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement |1d8 | 4 | 3 | 3 | — | — | | 13th | +5 | — |1d8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Prime Element Feature |1d8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Control Art |1d10 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement |1d10 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — |1d10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Prime Element Feature |1d10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement |1d10 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Control Mastery |1d10 | 4 | 3 | 3 | 3 | 2 |
\pagebreakNum ## 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 (or 5) + your Constitution modifier per elementalist level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor - **Weapons:** Simple weapons - **Tools:** None - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two skills from Acrobatics, Athletics, Intimidation, Perception, Performance, Sleight of Hand, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * *(a)* leather armor, *(b)* scale mail, or *(c)* vestments and 5 sticks of incense * *(a)* a dungeoneer's pack or *(b)* an explorer's pack * 3 simple weapons of your choice * An elemental focus, which is a small token that symbolizes your Prime Element Alternatively, you can roll 4d4 x 10 gp and buy your starting equipment. #### Multiclassing Prerequisites Elementalists follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook. If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose elementalist as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have scores determined by your Prime Element in the following table to take a level in this class, or to take a level in another class if you are already an elementalist. | Prime Element | Ability Score Minimum | |:---:|:-----------:| | Air | Dexterity 13 and Wisdom or Charisma13 | | Earth | Strength 13 and Wisdom or Charisma 13 | | Fire | Strength or Dexterity 13 and Wisdom or Charisma 13 | | Water | Strength or Dexterity 13 and Wisdom or Charisma 13 | ***Proficiencies Gained.*** If elementalist isn’t your initial class, here are the proficiencies you gain when you take your first level as an elementalist: Light armor, medium armor, simple weapons ***Spell Slots.*** Add half your levels, rounded down, in the elementalist class to the appropriate levels from other classes to determine your available spell slots. \columnbreak ### Prime Element As an elementalist, you gained your abilities through an intimate connection with one of the Prime Elements. Exactly how you formed this connection with the element varies, but your attunement with this element changed you forever, granting you special control over it and enhancing your physical prowess. Choose a Prime Element: Air, Earth, Fire, or Water, each of which is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at, 6th, 14th, and 18th level, as well as an associated spell list and an attuned damage type used by several of your class features. #### Prime Element Abilities | Prime Element | Striking Ability | Attuned Damage Type | |:---:|:-----------:|:-:| | Air | Dexterity | Thunder | | Earth | Strength | Force | | Fire | Strength/Dexterity | Fire | | Water | Strength/Dexterity | Cold | Your spellcasting ability as an elementalist is your choice between Wisdom and Charisma, your choice when you gain this feature. ### Elemental Strike You can create a blast of raw elemental energy, called an elemental strike. Your elemental strike has the following properties: * You are proficient with your elemental strike, which is a weapon with the range 20/60 property. Additionally, when you use your elemental strike to attack a creature within 5 feet of you, you can choose to make the elemental strike as a melee weapon attack. Your Prime Element determines what ability score you use for the attack and damage rolls of your elemental strike, both when using it as a melee and ranged weapon, as shown in the Striking Ability column of the Prime Element Abilities table. * Your elemental strike’s damage die is 1d6. This die changes as you gain elementalist levels, as shown in the Elemental Strike column of the Elementalist table. Your elemental strike deals bludgeoning damage. * When you reduce a creature to 0 hit points with your elemental strike, you can choose to knock the creature unconscious instead of killing it. * You don’t need to have a free hand to use your elemental strike, but if you don’t, at least one of your legs must be free. If neither of your hands is free, you make the attack roll with disadvantage. * If a creature is within the short range of your elemental strike, you don’t suffer disadvantage on ranged elemental strikes against the creature due to it being prone. \pagebreakNum ### Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you would later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Elemental Protection When a creature you can see attacks a target other than you that is within 20 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must have at least one arm or leg free. #### Power Striking When you hit a creature with your elemental strike as a melee attack or within its short range, and at least one of your hands is free, you gain a +2 bonus to the damage roll of that elemental strike. #### Strike Dancing When you engage in two weapon fighting, or use your Control Style’s bonus action, you can add your ability modifier to the damage of the bonus action attack. #### Strike Weaving When you make a ranged elemental strike, you do not suffer disadvantage due to being within 5 feet of a hostile creature. Additionally, when you make an elemental strike against a creature within its short range, the attack ignores half and three-quarters cover. \columnbreak ### Spellcasting When you reach 2nd level, you become suffused enough with elemental power that you can use it to cast spells. See chapter 10 in the Player’s Handbook for the general rules of spellcasting, and the end of this document for the elementalist spell lists. ***Preparing and Casting Spells.*** The Elementalist table shows how many spell slots you have to cast your spells. To cast one of your elementalist spells of 1st level or higher, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare a list of elementalist spells that are available for you to cast, choosing from the
spell list granted by your Prime Element
. When you do, choose a number of spells equal to your elementalist spellcasting ability modifier + half your elementalist level, rounded down (a minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level elementalist, you have four 1st-level and two 2nd-level spell slots. With a spellcasting ability of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell chromatic orb, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of elementalist spells requires time spent meditating: at least 1 minute per spell level for each spell on your list. ***Spellcasting Ability.*** Wisdom or Charisma is your spellcasting ability for your elementalist spells. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier 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 Wisdom/Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom/Charisma modifier
***Spellcasting Focus.*** You can use an elemental focus that symbolizes your Prime Element as a spellcasting focus for your elementalist spells. ### Elemental Blast Starting at 2nd level, when you hit a creature with your elemental strike as a melee attack or within its short range, you can expend a spell slot to deal damage of your attuned damage type, in addition to the elemental strike’s damage. The extra damage is 1d8 per level of the expended spell slot, to a maximum of 5d8. By 7th level, you’ve learned to focus the energies of your Elemental Blast. Once during each of your turns when you use your Elemental Blast, you can force the target to make a Strength saving throw against your spell save DC. On a failed save, the target is pushed up to 10 feet in a straight line away from you and is knocked prone. \pagebreakNum ### Control Style At 3rd level, you adopt a particular style of controlling your elemental energies, affecting the progression of your talents moving forward. You gain one of the following features of your choice. Your choice determines the features you gain at 10th, 15th, and 20th level. #### Avatar Whenever you finish a short or long rest, you can change your attuned damage type to a different type from among those listed in the Attuned Damage Type column of the Prime Element Ability table. If you do, it remains your attuned damage type until you finish a short or long rest. Additionally, choose a 1st-level spell from any elementalist spell list. You always have that spell prepared, and it doesn’t count against the number of elementalist spells you can prepare each day. You choose additional spells this way when you reach certain levels in this class: a 2nd-level spell at 6th level, a 3rd-level spell at 10th level, a 4th-level spell at 14th level, and a 5th-level spell at 18th level. You always have each spell you choose this way prepared, and it doesn’t count against the number of elementalist spells you can prepare each day. #### Contractor You gain proficiency in the Stealth skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Investigation, or Sleight of Hand. Additionally, your elemental strike is now a weapon with the range 30/120 property. #### Spirit Bridge You can understand the spoken words of elemental, fey, and undead creatures, and those creatures can understand your spoken words, even if you don’t share a language with them. You are considered proficient in all Charisma ability checks you make to interact with elemental, fey, and undead creatures. Additionally, your connection with elemental spirits allows you to ask them for counsel. You can spend 10 minutes meditating to commune with the spirits about the results of a specific course of action that you plan to take within the next 30 minutes. The spirits then indicate good results, bad results, both good and bad results, or no particularly good or bad results, but nothing more specific. The spirits’ indication doesn’t take into account any possible circumstances that might change the outcome, such as the casting of spells or the loss or gain of a companion. Once you commune with the spirits this way, you must finish a short or long rest before you can do so again. #### Warrior You gain proficiency with martial weapons. When you use the Attack action to make an elemental strike, you can use your bonus action this turn to make a melee weapon attack with a one-handed melee weapon you’re holding. You don’t add your ability modifier to the damage of this bonus attack, unless that modifier is negative. \columnbreak ### 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. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Suffused Strike Starting at 6th level, when you hit a creature with your elemental strike, you can choose for it to deal damage of your attuned damage type, instead of bludgeoning. At 11th level, your strikes improve again. You are so suffused with elemental energy that the excess power carries into your elemental strikes. Whenever you hit a creature with your elemental strike, the creature takes an extra 1d8 damage of your attuned damage type. ### Control Technique At 10th level, you reach a new level of practice in your Control Style, granting you an additional feature. #### Avatar When you take cold, fire, force, psychic, or thunder damage, you can use your reaction to halve the effect’s damage against you. #### Contractor You can take the Hide action as a bonus action on your turn. While you’re hidden from a creature, missing it with your elemental strike doesn’t reveal your position to the target. #### Spirit Bridge Your connection with elemental spirits allows you to step briefly into the Ethereal Plane. As a bonus action, you can cast the *etherealness* spell without expending a spell slot. When you do, the spell ends at the end of the current turn. You can use this feature twice, and you regain all expended uses when you finish a short or long rest. #### Warrior When you hit a creature with a melee weapon attack, you can use your Elemental Blast as though you had hit the creature with an elemental strike, expending a spell slot as normal. Additionally, you can choose a second option from the Fighting Style class feature. \pagebreakNum ### Control Art At 15th level, you attain a greater level of practice in your Control Style, granting you an additional feature. #### Avatar After an effect deals you cold, fire, force, psychic, or thunder damage, you can use your reaction to gain immunity to that damage type for 1 minute. Once you use this feature, you must finish a long rest before you can do so again. #### Contractor If you’re hidden from a creature, or a creature is surprised, your elemental strikes against it score a critical hit on a roll of 19 or 20. Additionally, your elemental strike is now a weapon with the range 80/320 property. #### Spirit Bridge You can cast either the conjure fey spell or the planar ally spell by expending an elementalist spell slot of 4th level or higher. Once you cast a spell this way, you can’t cast either spell again until you finish a short or long rest. #### Warrior You always have the elemental weapon spell prepared. It counts as an elementalist spell for you and doesn’t count against the number of elementalist spells you can prepare each day. When you cast it, the only damage type you can choose is your attuned damage type, and it targets your elemental strike, as well as any weapons you’re holding. \columnbreak ### Control Mastery At 20th level, you achieve mastery of your Control Style, granting you an additional feature. #### Avatar You have become so familiar with all forms of elemental energy and spellcasting that you can cut off a creature’s connection to it. As an action, you touch a creature, and cause it to make a Wisdom saving throw against your spell save DC with disadvantage. On a failed save, the target becomes unable to cast spells, or spend spell slots, ki points, sorcery points, or other such magical resources. At the end of every 30 days, the creature can repeat the saving throw, ending the effects on a successful save. This effect can also be ended by the *greater restoration*, *heal*, and *wish* spells. Once you use this feature, you must finish a long rest before you can do so again. #### Contractor If you’re hidden from a creature, or a creature is surprised, your elemental strikes against it score a critical hit on a roll of 18-20. Additionally, when you score a critical hit against a creature, the attack deals maximum damage, instead of rolling. #### Spirit Bridge You can cast *gate* once by expending a 5th-level elementalist spell slot, regaining the ability to do so when you finish a long rest. #### Warrior You can attack three times, instead of twice, when you take the Attack action on your turn. ## Prime Elements Elementalists create their connections with an elemental power in hugely varied ways. However, they all attune to one of four Prime Elements: Air, Earth, Fire, or Water. Though each elementalist practices a style of controlling his or her elemental abilities, the elementalist’s power is drawn through this connection, often leading to a feeling of safety when near a source of the element, or causing anxiety and a growing sense of dread when away from such a source. To combat these feelings, most elementalists carry an elemental focus, a vessel of some sort that contains some of their elemental source, such as an empty locket with fresh air sealed inside, a small sack full of pebbles, a flask full of easily ignited oil with a flint, or a flagon of water that is never to be used for drinking. Elementalists can use these totems to focus the raw elemental energies they manipulate.
Air
Earth
Fire
Water
\pagebreakNum
Air
The Prime Element Air comes from a realm of unending sky, where air currents and clouds are in constant motion, where the air is clear and unsullied. The Plane of Elemental Air is one of tranquility and freedom, where one can fall or fly forever in peace with a cool wind at one’s back. To best strengthen your connection with this plane, you must embrace its zen qualities, and allow patience to rule over emotion. #### Air Attunement *1st-level Air feature*
You have a connection with Elemental Air, allowing you to control storms and wind, and granting you the following properties: * You choose your spells from the Air Elementalist spell list. * You know the *gust* cantrip. You use your spellcasting ability for this spell. #### Unarmored Defense *1st-level Air feature*
While you are wearing no armor and aren’t wielding a shield, your AC equals 10 + your Dexterity modifier + your spellcasting ability modifier. \columnbreak
#### Thermal Gliding *6th-level Air feature*
You can create thermal winds beneath yourself that allow you to glide short distances. When you take the Dash action, you can use the extra movement as though it were a flying speed. If you end your turn in the air, you fall if nothing else is holding you aloft. Additionally, your base movement speed increases by 5 feet. #### Air Specialty *14th-level Air feature*
You build a more intimate connection with Elemental Air, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice also determines the feature you gain at 18th level. ***Gale.*** You embrace the purity and freedom of Elemental Air, gaining the following benefits: * Your base movement speed increases by 10 feet. * You are always under the effects of the *feather fall* spell. * When a creature within the short range of your elemental strike that you can see makes a ranged weapon attack, you can use your reaction to impose disadvantage on the attack roll. * Once during each of your turns when a creature fails a saving throw against an elementalist spell you cast, you can choose to push the creature up to 10 feet in any horizontal direction, in addition to the spell’s normal effects. \pagebreakNum
***Sonic.*** You gain the ability to manipulate how the particles in the air allow sound to travel, granting you the following benefits: * You have advantage on Wisdom (Perception) checks you make using your hearing. * You learn the *message* cantrip. It counts as an elementalist spell for you, and you can cast it as a bonus action during each of your turns. * You always have the *confusion* spell prepared. It counts as an elementalist spell for you, and doesn’t count against the number of elementalist spells you can prepare each day. * As an action on your turn, you can create a zone of absolute silence in a miniscule aura around yourself for 1 minute. While surrounded by this aura, you don’t need to perform the verbal components of your elementalist spells, and your movements, attacks, and spells make no sound and create no vibrations, save for those you choose to allow, but otherwise function normally. This makes you functionally undetectable to creatures with blindsight and tremorsense; unless such a creature can see normally, its attack rolls against you are made with disadvantage, and your attack rolls against it are made with advantage. Once you create a zone of silence this way, you must finish a long rest before you can do so again. \columnbreak
***Void.*** You free yourself of physical attachments, becoming the wind, and entering the void. You gain the following benefits: * You have a flying speed equal to your current walking speed. * You no longer fall if you end your turn in the air, gaining the ability to hover. If you become unconscious, you remain hovering in your current space, though you can still be moved by creatures and spells if they can reach you. * You no longer need to eat, drink, or breathe, though you are still able to do so. * When you take the Dash action, you can make an elemental strike as a bonus action. #### Air Prowess *18th-level Air feature*
Your bond with Elemental Air grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Air Specialty. ***Gale.*** You can cast *investiture of wind* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Sonic.*** You can cast *investiture of sound* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Void.*** You can cast *investiture of emptiness* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. \pagebreakNum
Earth
The Prime Element Earth comes from a realm of great expanses of stone, dust, and sand, where all is ever still, and objects at rest tend to stay there. The Plane of Earth is one of stubbornness and an unwillingness to change. To best strengthen your connection with this plane, you must be even more stubborn than it is, imposing your will on this inflexible element. #### Earth Attunement *1st-level Earth feature*
You have a connection with Elemental Earth, allowing you to control stone and rock, and granting you the following properties: * You choose your spells from the Earth Elementalist spell list. * You know the *mold earth* cantrip. You use your spellcasting ability for this spell. #### Earthen Armor *1st-level Earth feature*
While you’re wearing light, medium, or no armor, you can use your spellcasting ability modifier, instead of your Dexterity modifier, to determine your Armor Class. Your spellcasting ability modifier is otherwise treated as though it were your Dexterity modifier for the purpose of determining your AC this way. #### Part the Earth *6th-level Earth feature*
You gain a burrowing speed of 10 feet. When you use it, unless you use your action to close the earth behind you, you leave a tunnel through which others can follow. #### Earth Specialty *14th-level Earth feature*
You build a more intimate connection with Elemental Earth, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice also determines the feature you gain at 18th level. ***Lavra.*** You gain the ability to control lava in the same ways you can control earth, granting you the following benefits: * When you take the Attack action, you can replace one of your attacks with a lava strike, which is a ranged spell attack with a range of 20 feet. On a hit, the target takes 1d10 bludgeoning damage and 2d10 fire damage. Whether the attack hits or misses, a 5-foot wide line on the ground between you and the target becomes lava. Once you make a lava attack, you must finish a short or long rest before you can do so again. * When you cast an elementalist spell of 1st-level or higher that deals bludgeoning, piercing, or slashing damage, you can spend a spell slot of two levels higher than the level at which the spell is being cast to cause it to deal fire damage instead. For example, to cast a 3rd-level *erupting earth* in this way, you spend a 5th-level spell slot. If you do, the ground in the affected area, or in the target’s space if the spell targets only a single creature, becomes lava. If a spell’s duration is longer than Instantaneous, only the spaces in the spell’s area this turn are affected. * Lava created by this feature counts as difficult terrain, and a creature that moves within 5 feet of it for the first time during its turn, or ends its turn there (including you), must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 1d10 fire damage, or half as much on a successful save. If a creature (including you) wades through the lava, it takes fire damage equal to 1d10 + your Charisma modifier for every 5 feet it moves inside the lava. The lava cools and returns to rock 1 hour after it is created by this feature. Additionally, if lava is on an incline, it may begin to spread down the incline at the DM’s discretion. * You can spend 1 minute concentrating (as though concentrating on a spell) to turn all lava within the short range of your elemental strike into traversable earth. If a creature is inside the lava when you do, it floats to the top of the lava before the lava hardens. After 10 minutes, if there is still lava adjacent to the affected area, the area returns to lava. \pagebreakNum
***Metal.*** You gain the ability to control metal in the same ways you can control earth, granting you the following benefits: * Elementalist spells that you cast to manipulate stone and rock can now be used to manipulate metal in the same ways. For example, you can use the *stone shape* spell to touch a metal object that is Medium or smaller and form it into any shape that suits your purpose. * If a metal object no greater than 5 feet in any dimension is within the short range of your elemental strike, you can use your interact with an object action to cause it to fly into one of your free hands, or to the ground in your space if neither of your hands is free. The object can’t be worn or held by a creature for you to be able to target it this way. * If a metal object no greater than 5 feet in any dimension is being held by a creature within the short range of your elemental strike, you can use your action to attempt to wrest the object from the creature’s hands. The creature must succeed on a Strength saving throw against your spell save DC or the object is torn from its hands, flying into one of your free hands, or to the ground in your space if neither of your hands is free. * Your reach with metal melee weapons you’re holding increases to the short range of your elemental strike. \columnbreak ***Mountain.*** You embrace the purity and strength of Elemental Earth, gaining the following benefits: * You have a +1 bonus to your AC. * Your hit point maximum increases by 14, and it increases by 1 again whenever you gain a subsequent level in this class. * You can’t be knocked prone unless you choose to allow it. * As a bonus action, you can expend a spell slot to gain 1d8 temporary hit points per level of the expended spell slot. #### Earth Prowess *18th-level Earth feature*
Your bond with Elemental Earth grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Earth Specialty. ***Lava.*** You can cast *investiture of magma* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Metal.*** You can cast *investiture of steel* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Mountain.*** You can cast *investiture of stone* without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. \pagebreakNum
Fire
The Prime Element Fire comes from a realm of inexhaustible flame, where heat buffets all, and the conflagration devours everything it touches. The Plane of Elemental Fire is one of tumult, passion, and ambition. To best strengthen your connection with this plane, you must embrace your own passions, ambitions, and emotions, giving your all to every action and goal. #### Fire Attunement *1st-level Fire feature*
You have a connection with Elemental Fire, allowing you to control flames and heat, and granting you the following properties: * You choose your spells from the Fire Elementalist spell list. * You know the *control flames* cantrip. You use your spellcasting ability for this spell. #### Fiery Rebuke *1st-level Fire feature*
When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to retaliate with a swift blast of heat. Roll your elemental strike die. The attacker takes damage equal to the number rolled + your elementalist level. You can use your reaction this way a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest. #### Fire Jets *6th-level Fire feature*
You can expel jets of fire from your hands and feet, allowing you to jump greater distances using fiery explosions. As a bonus action on your turn, you can double your jump distance until the end of the turn. If you do, you don’t take falling damage from heights lower than 100 feet this turn, using the jets to safely slow your descent. When you jump this way, you create a burst of fire that is audible to a range of 100 feet, and creates bright light to a radius of 10 feet around you, and dim light for an additional 10 feet, for the duration of your jump. When you use your bonus action this way, you can also use your action this turn to wreathe your launch and landing points in flames. If you do, each creature within 5 feet of you at the start of your jump, and within 5 feet of your landing point, must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 3d8 fire damage, or half as much on a successful save. A creature can take damage this way only once each turn. You can wreathe your launch and landing points in flames this way a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you reach 18th level, your jump distance instead quadruples when you use this feature, and the fire damage increases to 5d8. \columnbreak
#### Fire Specialty *14th-level Fire feature*
You build a more intimate connection with Elemental Fire, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice also determines the feature you gain at 18th level. ***Combustion.*** You gain the ability to trigger combustion with your mind, granting you the following benefits: * If one of your elementalist spells deals fire damage, you don’t need to perform the somatic components of the spell, as long as you can see the targets. * As long as you can see a creature within the short range of your elemental strike, your elemental strikes against the target ignore all sources of disadvantage. You can make elemental strikes this way even if you are otherwise unable to move, though not if you are incapacitated. * If you make an elemental strike, use an elementalist feature, or cast a spell that deals fire damage, you can choose to have it deal thunder damage instead. If you do, it emits a thunderous boom audible out to 300 feet. \pagebreakNum
\columnbreak ***Inferno.*** You embrace the purity and destructive power of Elemental Fire, gaining the following benefits: * You gain resistance to fire damage. If you already had resistance to fire damage from a class feature or racial trait, you instead gain immunity to fire damage. * When you deal fire damage to an object or structure, the fire damage is doubled. * Once during each of your turns when you deal fire damage to a creature using your Elemental Blast, Fiery Rebuke, Fire Jets, or with an elementalist spell of 1st-level or higher, you can choose to have that creature take an additional 1d6 fire damage at the start of its next turn. ***Lightning.*** You learn to compress your fire into lightning, granting you the following benefits: * When you make an elemental strike, you can spend a spell slot to double its short and long ranges for the attack. If you do, you have advantage on the attack roll if the target of the attack is wearing metal armor or holding a metal object in at least one hand. If the attack hits, it deals an additional 1d4 lightning damage per level of the spell slot expended. * When you cast an elementalist spell of 1st-level or higher that deals fire damage, you can spend a spell slot of one level higher than the level at which the spell is being cast to cause it to deal lightning damage instead. For example, to cast a 2nd-level scorching ray in this way, you spend a 3rd-level spell slot. If you do, the spell’s range is doubled this turn. * If you would take lightning damage, you can use your reaction to make a Dexterity saving throw with DC equal to half the damage you would take. If you succeed on the saving throw, you instead take no lightning damage, and you can redirect the lightning at a creature you can see within the short range of your elemental strike. The creature must succeed on a Dexterity saving throw against your spell save DC or take lightning damage equal to the damage you prevented this way. Once you use your reaction this way, you must finish a short or long rest before you can do so again. #### Fire Prowess *18th-level Fire feature*
Your bond with Elemental Fire grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Fire Specialty. ***Combustion.*** You can cast *investiture of ignition* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Inferno.*** You can cast *investiture of flame* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Lightning.*** You can cast *investiture of voltage* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. \pagebreakNum
Water
The Prime Element Water comes from a realm of crystal-clear water that exists infinitely in all directions, where the rhythm of ebb and flow dominates all motion. The Plane of Elemental Water is one of constant motion and a natural, unending dance. To best strengthen your connection with this plane, you must accept this rhythm into yourself, and flow with developments as they come, only interrupting the natural course of events at the most crucial of moments. #### Water Attunement *1st-level Water feature*
You have a connection with Elemental Water, allowing you to control the tides and torrent, and granting you the following properties: * You choose your spells from the Water Elementalist spell list * You know the *shape water* cantrip. You use your spellcasting ability for this spell. #### Torrential Defense *1st-level Water feature*
When you are hit with a weapon attack, you can use your reaction to block the attack with a swift swipe of water. Roll your elemental strike die. You reduce the damage of the attack by an amount equal to the number rolled + twice your elementalist level. You can use your reaction this way a number of times equal to your spellcasting ability modifier (a minimum of once), and you regain all expended uses when you finish a long rest. #### Tidal Dance *6th-level Water feature*
You gain a swimming speed of 40 feet, and being underwater no longer imposes disadvantage on your elemental strikes. Additionally, you have advantage on saving throws you make to resist being restrained. \columnbreak
#### Water Specialty *14th-level Water feature*
You build a more intimate connection with Elemental Water, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice also determines the feature you gain at 18th level. ***Blood.*** You learn to control the minute amount of water contained in the blood throughout creatures’ bodies, granting you the following benefits: * You always have the *hold person* spell prepared. Beginning at 17th level, you also always have the *hold monster* spell prepared. Neither of these spells count against the number of elementalist spells you can prepare each day. * While you have at least one creature paralyzed by an elementalist spell, you can use your action to expend a spell slot. Each creature you have paralyzed this way takes 2d10 necrotic damage per level of the expended spell slot. * While you have a target paralyzed with an elementalist spell, it is under your power, allowing you to impose your will upon its body. As an action during each of your turns for the duration of the spell, you can move such a creature up to 30 feet in any horizontal direction and have it perform a simple action, such as making a single melee or ranged weapon attack, opening a lock with keys, or dropping whatever it’s holding, among others at the DM’s discretion. The creature performs the action as though it weren’t paralyzed. The action must be a physical one that you can manipulate the creature’s body into performing; you can’t force the target to speak anything it doesn’t wish to say, make it cast a spell, or make it use its features or traits. \pagebreakNum
***Frost.*** You learn to quickly harden water and ice particles around your enemies, granting you the following benefits: * When a creature fails its Strength saving throw to resist the effects of your Elemental Blast, you can choose to restrain the creature for 1 minute instead of pushing it and knocking it prone. * When you cast an elementalist spell of 1st-level or higher that deals bludgeoning or cold damage, you can spend a spell slot of one level higher than the level at which the spell is being cast to cause each creature in the spell’s area to make a Strength saving throw against your spell save DC. For example, to cast a 1st-level *ice knife* in this way, you spend a 2nd-level spell slot. On a failed save, a target is restrained for 1 minute. If a spell’s duration is longer than Instantaneous, only the creatures in the spell’s area this turn are affected. * As an action during each of its turns, a creature restrained with this feature can make a Strength (Athletics) check against your spell save DC, freeing itself on a success. Alternatively, an unrestrained creature within 5 feet of it can use its action to free a restrained creature. ***Healing.*** You learn to imbue your waters with healing power, allowing you to mend wounds and expunge disease, and granting you the following benefits: * You always have the *aura of purity*, *cure wounds*, *lesser restoration*, and *revivify* spells prepared. Beginning at
17th level, you also always have the *mass cure wounds* spell prepared. None of these spells count against the number of elementalist spells you can prepare each day, and each of them counts as an elementalist spell for you. * You can cast a single spell granted by this feature once without expending a spell slot, and you regain the ability to do so when you finish a long rest. #### Water Prowess *18th-level Water feature*
Your bond with Elemental Water grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Water Specialty. ***Blood.*** You can cast *investiture of plasma* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Frost.*** You can cast *investiture of ice* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. ***Healing.*** You can cast *investiture of vigor* once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you. \pagebreakNum
Air Elementalist Spell List
#### 1st-Level Absorb Elements
Catapult
Chromatic Orb
Expeditious Retreat
Feather Fall
Fog Cloud
Jump
Longstrider
Storm Step^HB^
Thunderous Smite
Thunder Punch^HB^
Thunderwave #### 2nd-Level Dust Devil
Enhance Ability
Gust of Wind
Hold Person
Hurricane Slash^HB^
Levitate
Misty Step
Pass Without Trace
Shatter
Silence
Skywrite
Warding Wind
#### 3rd-Level Fly
Gaseous Form
Haste
Protection from Energy
Sending
Storm Herald^HB^
Thunder Pulse^HB^
Vortex Blast^HB^
Water Breathing
Wind Wall #### 4th-Level Aero Barrage^HB^
Conjure Minor Elementals
Elemental Bane
Freedom of Movement
Misty Walk^HB^
Otiluke's Resilient Sphere
Storm Sphere #### 5th-Level Cloudkill
Conjure Elemental
Control Winds
Hold Monster
Sonic Shriek^HB^
Storm's Eye
Telekinesis
Tornado^HB^
### Earth Elementalist Spell List
#### 1st-Level Absorb Elements
Catapult
Chromatic Orb
Detect Evil and Good
Earth Tremor
Ensnaring Strike
Entangle
Expeditious Retreat
Ironbinds^HB^
Jump
Longstrider #### 2nd-Level Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Find Traps
Geyser^HB^
Hold Person
Knock
Maximilian's Earthen Grasp
Pass Without Trace
Pillar of Bone^HB^
Spike Growth \columnbreak #### 3rd-Level Conjure Barrage
Erupting Earth
Meld Into Stone
Melf's Minute Meteor
Primal Might^HB^
Protection from Energy
Tongues
Wall of Sand #### 4th-Level Conjure Minor Elementals
Freedom of Movement
Locate Creature
Stone Shape
Stoneskin #### 5th-Level Conjure Elemental
Conjure Volley
Fissure^HB^
Hold Monster
Transmute Rock
Wall of Stone
\columnbreak ### Fire Elementalist Spell List
#### 1st-Level Absorb Elements
Burning Hands
Chromatic Orb
Expeditious Retreat
Faerie Fire
Hellish Rebuke
Jump
Longstrider
Searing Smite
Shield #### 2nd-Level Aganazzar's Scorcher
Branding Smite
Continual Flame
Darkvision
Enhance Ability
Flame Blade
Flaming Sphere
Heat Metal
Pyrotechnics
Scorching Ray
#### 3rd-Level Ashardalon's Stride^HB^
Blinding Smite
Daylight
Fireball
Flame Arrows
Hypnotic Pattern
Liliander's Hellspear^HB^
Melf's Minute Meteors
Protection from Energy
Through the Fire and Flames^HB^ #### 4th-Level Ashen Pack^HB^
Conjure Minor Elementals
Elemental Bane
Fire Shield
Freedom of Movement
Wall of Fire #### 5th-Level Aspect of the Pheonix^HB^
Conjure Elemental
Flame Strike
Immolation
Flaming Vortex^HB^
### Water Elementalist Spell List
#### 1st-Level Absorb Elements
Armor of Agathys
Chromatic Orb
Create or Destroy Water
Expeditious Retreat
Fog Cloud
Frost Fingers^HB^
Grease
Ice Knife
Jump
Longstrider #### 2nd-Level Aid
Blur
Calm Emotions
Creeping Frost^HB^
Enhance Ability
Enlarge/Reduce
Gentle Repose
Geyser^HB^
Hold Person
Levitate
Ray of Enfeeblement
Rime's Binding Ice
Snilloc's Snowball Swarm \columnbreak #### 3rd-Level Babbling Brook, Roaring River^HB^
Protection from Energy
Sleet Storm
Slow
Tidal Wave
Wall of Water
Water Breathing
Water Walk #### 4th-Level Conjure Minor Elementals
Control Water
Elemental Bane
Freedom of Movement
Ice Spike^HB^
Ice Storm
Long Way Down^HB^
Oceanic Slam^HB^
Snap Freeze^HB^
Watery Sphere #### 5th-Level Antilife Shell
Cone of Cold
Conjure Elemental
Hold Monster
Maelstrom
\pagebreakNum > ##### Art Credits > Art (Page 6): **c-dra: Commission: Thaye (Avatar OC)** [(Link)](https://www.deviantart.com/c-dra/art/Commission-Thaye-Avatar-OC-483125016)
> Art (Page 7): **Erai Violett: Elementalist Lux Air** [(Link)](https://www.artstation.com/artwork/W2xKK2)
> Art (Page 8): **JasperCifer: Nathaniel (My Earthbender OC)** [(Link)](https://www.deviantart.com/jaspercifer/art/Nathaniel-My-Earthbender-OC-857183341)
> Art (Page 9): **u/captdiablo: Earth Elementalist** [(Link)](https://www.reddit.com/r/DnD/comments/pa2tut/art_earth_elementalist_commissions_are_open/)
> Art (Page 10): **Santeri Mutanen: The Firebender** [(Link)](https://www.artstation.com/artwork/g2PGXQ)
> Art (Page 11): **unknown artist: Fire Elementalist** [(Link)](https://www.pinterest.com/pin/395964992222079200/)
> Art (Page 12): **u/Caro_Oliveira: Katara's morning waterbending flow** [(Link)](https://www.reddit.com/r/TheLastAirbender/comments/lxs338/oc_kataras_morning_waterbending_flow/)
> Art (Page 13): **Ross Draws: KATARA** [(Link)](https://rossdraws.com/products/katara)
> Page Stains: /u/flamableconcrete
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