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Elemental
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# Elemental A monk leaps up 20 feet onto the building as his pursuers continue to chase him. He blasts air out of his hands and floats up to the roof. The gust blows the hats off the men as they stand dumbfounded as the man laughs while running on the roof, "you gotta catch up boys." A whip made of blood rips through the air. The guards turn to see one of them impaled by the whip, as it drains more blood out of the man it's attached to. The man wielding the whip puts out a hand and lifts one of the guards into the air. As the last one charges at him, he swings the whip as it forms into a blade and slashes the final guard in half. In the shadowy darkness the elves close in. The human can't see in this shadow like they can, one of them swings a spear at the woman as she raises her arm and a pillar of stone erupts from the ground blocking it. The second elf swings around the block only to receive a swift boulder to the face. The woman continues to stand with her arms in front of her striking when necessary even in the complete darkness. In a violent outburst the woman strikes at the man's face, stopping just short as a plume of fire burst out of it encasing his face. He recoils back in agony and picks up a bottle off the counter to attack, as he goes to strike she shoots a flame through the bottle causing it to explode and the alcohol to ignite all over the man's face. Through blood and culture elementals come in many different shapes and sizes. Their abilities derived from elementals of the same name, many have strayed away from those roots and gain more stable abilities. Others have a strong connection, some are even still cursed by these powers and although having much more powerful abilities, they can drain their own being when using their powers. Masters of the elements become extremely formidable foes, but occasionally a very rare few of people will be born with the ability to control multiple elements at once, while not nearly as specialized and powerful, the versatility coming with its own power. ### Elemental Quick Build Choose your element and make their saving throws your two highest stats. Choose the sage background. >**Multiclassing Elemental** - when using the optional rule for multiclassing with a Elemental, the character must have a score more than 13 in the primary ability score for their element. \columnbreak
### Hit Points **Hit Dice:** 1d6 per level **Hit Points at 1st level:** 6 + your Constitution modifier **Hit points at higher levels:** 1d6 + your constitution modifier per level after 1st ### Proficiencies Elementals have the following proficiencies at 1st level. **Armor:** None **Weapons:** Simple weapons and martial weapons **Tools:** None **Saving Throws:** Determined on your element **Skills:** Choose two from the entire skill list ### Starting Equipment You start with the following equipment, in addition to the equipment granted by your background. * two martial weapons or a martial weapon and a shield * a bludgeoning simple weapon or a piercing simple weapon * spellcasting focus * dungoneer’s pack or explorer’s pack \pagebreakNum
### Elemental Table | Level | Profiency Bonus | Features| Cantrips| K | Slots | Max Spell Level | |:--:|:--:|:--:|:--:|:--:|:--:|:--:| | 1st | +2 | Fighting Style, Element, Resonance, Spellcasting |2|1|4| 1st | | 2nd | +2 | Draw out Energy |2|1|6| 1st | | 3rd | +2 | Elemental Resistance, Element Feature |2|1|14| 2nd | | 4th | +2 | Ability Score Improvement |2|2|17| 2nd | | 5th | +3 | - |3|2|27| 3rd | | 6th | +3 | Ability Score Improvement |3|2|30| 3rd | | 7th | +3 | Element Feature |3|2|36| 4th | | 8th | +3 | Ability Score Improvement |3|3|40| 4th | | 9th | +4 | - |4|3|50|5th | | 10th | +4 | Element Feature |4|3|58| 5th | | 11th | +4 | - |4|3|66| 6th | | 12th | +4 | Ability Score Improvement |4|3|73| 6th | | 13th | +5 | -|4|3|80| 7th | | 14th | +5 | Ability Score Improvement |4|4|84| 7th | | 15th | +5 | - |5|4|90| 8th | | 16th | +6 | Ability Score Improvement |5|4|94| 8th | | 17th | +6 | -|5|4|100| 9th | | 18th | +6 | Element Feature |5|4|110| 9th | | 19th | +6 | Ability Score Improvement |5|5|118| 9th | | 20th | +6 | Surge of Nature |5|5|126| 9th |
Number of known spells are calculated by K + Element Primary Ability Modifier + Proficiency Bonus ## Class Features As a elemental you gain the following class features. ### Fighting Style *1st level Elemental feature* While either studying fighting, or being naturally talented, you have come together with a unique aptitude for fighting a specific way. Choose one of the following fighting styles and gain it's benefits, some fighting styles have been buffed or changed specifically for this class, they will be listed first. a. **Throwing Weapon Fighting**: +2 bonus to thrown weapons and can draw thrown weapons without using a bonus action. b. **Blind Fighting**: Blindsight for 15 feet, Tremorsense for 30 feet. (Double both if the character is blind.) You can also see through cover with tremorsense for 15 feet. (20 feet if blind.) c. **Defense**: +1 bonus to AC if wearing armor. +1 bonus on attack against targets who have attacked you. d. **Dueling** e. **Great Weapon Fighting** \columnbreak f. **Interception** g. **Protection** h. **Superior Technique** i. **Two-weapon Fighting** j. **Unarmed Fighting** k. **Mariner** l. **Tunnel Fighting** ### Element *1st level Elemental feature* You have an innate ability with one or all of the elements that grants you your powers. Choose from: Air (ST: DEX, WIS; Casting: WIS) Fire (ST: DEX, CHA; Casting: CHA) Water (ST: CON, INT; Casting: INT) Earth (ST: CON, STR; Casting: STR) Sage (Stats based on starting element.) ### Resonance (Optional Feature) *1st level Elemental feature* Some elementals have an even more powerful connection to their power's roots, these elementals have a core within them. They are considered non-resonant. \pagebreakNum Choose One: **Resonant**: Resonant elementals perform as normal. They are people imbued with elemental magic. **Non-resonant**: These elementals contain a core of elements in their chest. This core can be visible or can be hidden. The core grants them great elemental power, increasing their damage die and hit die by one class (d12 just adds your proficiency bonus, this does not increase previous levels when calculating health). But non-resonant creatures are unstable and drain their life force when using abilities. They take (level of spell +1)d4 (d6 at 4th, d8 at 8th, d10 at 12th, d12 at 16th, and d20 at 18th) damage every time they use an ability. They also use constitution instead of what is specified by their element for their spellcasting ability score.
### Spellcasting *1st level Elemental feature* When casting spells, your slots are a pool of points that you can draw from. In order to cast a spell, you expend slots as follows. You can only cast one 6th, 7th, 8th, and 9th level spell and three 5th level spells per long rest respectively.
| Spell Level | Slot Cost | |:---:|:-----------:| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | Spell Level | Slot Cost | |:---:|:-----------:| | 5th | 7 | | 6th | 9 | | 7th | 10 | | 8th | 11 | | 9th | 13 |
\columnbreak ### Draw Out Energy *2nd level Elemental feature* When coming into contact with the respective damage type from the element of the player (Air: Force, Fire: Fire, Water: Cold, Earth: Bludgeoning) or the element itself, the player can choose to take 1d6 extra damage and ignore their resistances. This charges them up and allows them to cast a first level spell without expending a spell slot (second level spell at 20th level), or a cantrip as a bonus action. ### Elemental Resistance *3rd level Elemental feature* Depending on your starting element you gain the following resistances: **Air**: Force Resistance **Fire**: Fire Resistance **Water**: Cold Resistance **Earth**: Bludgeoning Resistance ### Ability Score Increase *4th level Elemental feature* At level 4 (and again at levels 6, 8, 12, 14, 16, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM. ### Surge of Nature *20th level Warrior feature* You can cast 1st level spells as many times as you want without expending spell slots. \pagebreakNum
## Elements ### Air Calm and collected monks, the Air elementals have had their life shaped by their flowy and calm abilities. Their abilities allow them to control the wind and in some cases, do things like fly. #### Proficiencies *1st level air feature* Saving Throw Proficiencies: CON, DEX Casting Mod: WIS Proficiencies: Navigator’s Tools, Vehicles (Air), Light Armor Air elementals rely on air to cast spells. At high altitudes, it can be harder to use these spells and in environments underwater or without an atmosphere, it can be impossible. Air elementals use the wisdom from their life and move like the air. Their spellcasting mod is WIS. #### Nimble as the Wind *3rd level air feature* You gain an additional 15 feet of movement speed, 20 feet of long jump, and 10 feet of high jump. #### Focused Impact *7th level air feature* When making a bludgeoning melee weapon attack you can choose to change the damage to force damage. You also gain 1d4 additional damage. #### Control of Air *10th level air feature* As long as you are conscious you can carry twice the amount of weight without becoming encumbered. You cannot take fall damage as long as you can use air to slow your fall. You gain 1d6 to your hit die when making a ranged weapon attack. You can also craft a cane that can be used to give you a 30 ft flying speed, but you cannot attack or cast spells while flying. #### Whirlwind *18th level air feature* By spinning a weapon above your head you create a tornado that knocks back enemies 10 feet. You temporarily gain a 60-foot flying movement speed and advantage on all melee attacks you make from above enemies. This lasts for 5 minutes. You can use this feature a number of times equal to your dexterity modifier. \columnbreak
### Fire Powerful and rash, Fire elementals rely on their emotions to use their abilities. Anger and Hate are the most common but other emotions like calm and love can also be used in rare cases. #### Proficiencies *1st level fire feature* Saving Throw Proficiencies: CON, CHA Casting Mod: CHA Proficiencies: Any one artisan tool, Glassblowers Tools, Light Armor, Medium Armor Fire elementals create fire. It can be difficult or near impossible to do so in high humidity or areas with low oxygen content. Spell rolls are made with disadvantage at night. Spells cannot be cast during a solar eclipse. Fire elementals use their wits and emotions to cast spells, their spellcasting modifier is CHA. #### Light Ablaze *3rd level fire feature* When dealing fire damage with a spell, you inflict a burn on the target. The target begins to take 1d4 fire damage every turn. Enemies can extinguish themselves for a bonus action, enter or be hit by water to automatically extinguish it, or have an ally extinguish it for them. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. \pagebreakNum
#### Unstable Attempt *7th level fire feature* Cast a 2nd level spell without expending a spell slot. But you take the damage of the spell. (if it has no damage take 1d12 + INT mod fire damage instead.) You can use this a number of times per day equal to your proficiency modifier. #### The Purest Form of Fire *10th level fire feature* Fire elementals can now focus to learn how to turn their fire into lightning. You can also use fire spells that deal lightning damage, these powered up spells require all creatures within 5 feet of the target, including the target to make a CON save or take 1d4 lightning damage. Lightning element spells are added to your spell list. (Find element categorized spells on the spell sheet.) \columnbreak #### Meteoric Storm *18th level fire feature* The sky above you turns red and the sun seems to grow brighter. You gain advantage on all spell rolls and deal 1d10 extra fire damage with all weapons. This lasts for 2 minutes. This feature can be used once per day. ### Water Water elementals are amongst the most common kinds of elementals, but to master water is extremely difficult. Water elementals have a freedom of spirit and courage unmatched. #### Proficiencies *1st level water feature* Saving Throw Proficiencies: CON, INT Casting Mod: INT Proficiencies: Cartographer's tools, Vehicles (Water), Light Armor, Shields For a water elemental, the ability to cast most spells relies on the presence of water, which can be drawn from any source. *Create or Destroy water relies on water vapor. Water elementals use the fluidity of their motion and their minds to cast spells. They use INT as a spellcasting mod. #### Draw Water *3rd level water feature* All spells automatically draw water from water vapor if no other water is present without needing to conjure it. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. #### Water Temperature *7th level water feature* Water elementals can now draw water from ice. They can also change the temperature of water. Shape water can now also make the affected water into ice instead of its other options. Ice element spells are added to your spell list. (Find element categorized spells on the spell sheet.) Shape water and any other spell that manipulates water can now also be used to move plants. \pagebreakNum
#### Blood *10th level water feature* You can manipulate the water in people’s bodies, their blood. Blood element spells are added to your spell list. (Find element categorized spells on the spell sheet.) All of these spells that require Wisdom saves, instead require Constitution saves for enemies. These spells cannot be cast on targets that do not have blood. #### Water Whip *18th level water feature* When standing in a body of water larger than 1000 ft² spells of 2nd level and below do not take spell slots to cast. You can also spend 20 minutes meditating to regain 6 spell slots once per day. \columnbreak ### Earth Earth elementals channel the stubborn and strong nature of the earth to manipulate many kinds of gravel, stone, and dirt. Their nature matches the earth they manipulate as they tend to be quite stubborn and strong. #### Proficiencies *1st level earth feature* Saving Throw Proficiencies: CON, STR Casting Mod: STR Proficiencies: Cobbler's tools, Vehicles (Land), Light Armor, Medium Armor, Heavy Armor, Shields Most Earth element spells rely on earth to cast. Metals, sand, refined earth like glass and crystals, and liquid stone like magma and lava cannot have these abilities cast on them until level 7 or above. Earth elementals use strength and stubbornness to cast spells. STR is their spellcasting mod. #### One With Earth *3rd level earth feature* You gain tremorsense for 40 feet. This extends to 60 feet at 10th level and 100 at 18th level. And advantage on perception against creatures on the ground. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. #### Master of the Earth *7th level earth feature* Earth element spells can now be cast on one of the following: metals, sand, glass, crystals, or magma and lava. You can pick another one each subsequent level, the chosen thing can now have cantrips cast on it as well, including mold earth. Completely refined metals or lava like platinum, adamantine, magical metals that are enchanted, dragon’s lava, ect. cannot have these used on them. Element spells of the respective kind are added to your spell list. (Find element categorized spells on the spell sheet.) \pagebreakNum
#### Earthen Construction *10th level earth feature* Mold Earth can now turn stone into lava and vice versa. Mold Earth can now sharpen glass and crystals to make them deal 1d6 extra piercing damage to the next spell using them. You can automatically construct tents and structures out of the earth when setting up a camp. You can also spend an action to create full cover on any earth for allies. #### Shove *18th level earth feature* When casting a spell, you can use the earth to move any medium or smaller creatures up to 15 feet in any direction. Any large creature up to 10 feet in any direction. And any larger creatures 5 feet in any direction. Moving this creature also deals 1d8 extra damage to the enemy, bludgeoning or force. (choose when you cast it) This can be used a number of times per long rest equal to your spellcasting mod + proficiency bonus. Spells that deal damage also now add your strength modifier to the damage. ### Sage Rarely someone will be born with the ability to manipulate all four elements, while this ability is powerful, most Sage's, as they're called, the practice of mastering all four takes much longer than those with only one. \columnbreak #### Starting Element *1st level sage feature* Sage's start with only one element. Choose a starting element and until 3rd level, treat the game as if you were that element. Your hit dice are equal to that element, you have access to that elements starting spell list, your proficiencies and saving throw proficiencies are also determined by this element. You use the spellcasting modifier of the element that the spell you are casting originates from. You begin with the cantrips Gust, Produce Flame, Shape Water, and Mold Earth reguardless of your starting element. #### First Element *3rd level sage feature* You learn your first element. Add all of its starting spell list to your spell list. You have disadvantage using these spells until level 5. Gain the feature from the element’s 3rd level and the feature from your starting element’s 3rd level. Your hit dice for 3rd, 4th, 5th, and 6th levels are equal to this new element. #### Second Element *7th level sage feature* You learn your second element. Add all of its starting spell list to your spell list. You gain the feature from the element's 7th level, but if it is a feature that grants spells, take the 3rd level feature instead. Your hit dice for 7th, 8th, and 9th levels are equal to this new element. \pagebreakNum #### Third Element *10th level sage feature* You learn your third element. Add all of its starting spell list to your spell list. You gain the feature from the element's 3rd level. Your hit dice for 10th, 11th, and 12th levels are equal to this new element. After that, your hit dice revert back to your original hit dice. #### Avatar State *18th level sage feature* For 1 minute you are imbued with knowledge from all your ancestors. Casting spells does not take spell slots and cantrips can be cast as a bonus action, you will be knocked out of this state if you take damage equal to your constitution score + your proficiency bonus in one hit. You can use this feature once per day. #### Above 20th Level *Sage feature* When choosing an epic boon, you can instead choose to take two features (in ascending level order) from any of the element subclasses. Each feature can only be taken once, both from prior features in this subclass or from boons.
\columnbreak \pagebreakNum ## Element Spell Lists Element Spell Lists can be found [here](https://www.gmbinder.com/share/-NTCQzpDfr-LYaCEIEo-). \pagebreakNum ### Copyright notice This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast, LLC.