HZ Elementalist 6.0 Current Release
HZ Elementalist 6.0 Current Release
HZ Elementalist 6.0 Current Release
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No element can stand alone without the others. The world
A crackling white bolt of lightning sears into the ground and
is defined by the balance of all four elements, and no-one
a thundering blast of superheated air tosses a gang of
knows the importance of their interplay better than an
goblins to the ground. Flashing out of the space between
Elementalist. When one element predominates over the
sparks, a single ancient elf strides forth with ozone boiling
other, the wielder of that element can become dangerously
out of his eyes.
skewed. An inexperienced fire mage may find themselves
Flowing and weaving through the waves, a goliath scoops
developing an awful temper, while one that wields the
downwards through the water with powerful strokes. Fish
power of freezing ice too readily may lose joy and vigor,
of a dozen colors and ancient blooming strands of sea kelp
sinking into a cold depression.
dance all around her.
Some masters choose to embrace this imbalance, taking
Flickering flames leap and dance from a tabaxi trader’s
advantage of a certain element’s most powerful aspects and
golden claws, casting glimmering reflections on the eyes of
checking the downsides with rigorous discipline. Others
a dozen fascinated strangers as he regales them with tales
cultivate an equal dominion over all the elements, dancing
of his wares, hard won from the Elemental Plane of Fire.
from one to the next with perfect grace.
The world is composed of four elements. Earth, Air, Fire,
and Water. Their constant intermingling, coexistence, and
conflict generates the fundamental energy of existence and
life. An Elementalist embraces this energy, bonding Elementalists are defined by their experience of the world
intimately with the very fabric of the world, twisting and around them. Looking upon a grazing horse, one might feel
shaping earth, sea, sun and sky to their will. the presence of the earth in its hard hooves and the grass it
plucks from the ground to sustain itself. Another might see
its steaming breath, and the flash of flaming pride in its
eyes. The breeze through its mane might conjure the
Elementalists spend their time in constant meditation and
memory of freedom as it gallops across rolling hills chasing
learning, but not from scrolls or dusty tomes. The elements
the wind, or the flowing ripples of its limbs might recall the
are best understood in their rawest form, as they appear in
beating tide of life that sustains all creatures. How does
nature. An Elementalist might spend a lifetime absorbed in
your character experience the elements?
the way water tumbles over a great fall, or travel to a far-off
volcano in search of its fiery secrets. These pursuits often
bring them to wild frontiers, where the elements are still You can make an Elementalist quickly by following these
untamed by civilization. Many become wanderers and suggestions. First, Wisdom should be your highest ability
hermits, endlessly seeking new manifestations of elemental score, followed by Constitution or Dexterity. Second,
energy in ever more remote bastions of wilderness. choose the hermit background.
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• a dagger
The Elementalist ---Spell Slots Per Spell Level---
Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th 6th
1st +2 Elemental Entwinement, Elemental Magic 2 -- -- -- -- --
2nd +2 Elemental Traits (Initiate), Swirling Elements 3 -- -- -- -- --
3rd +2 Embrace the Elements 4 -- -- -- -- --
4th +2 Ability Score Improvement 4 2 -- -- -- --
5th +3 Elemental Entwinement Improvement, Elemental Traits (Adept) 4 3 -- -- -- --
6th +3 Chaotic Entwinement 4 4 -- -- -- --
7th +3 ----- 6 4 2 -- -- --
8th +3 Ability Score Improvement 6 4 3 -- -- --
9th +4 Elemental Traits (Master) 6 4 4 -- -- --
10th +4 ----- 6 4 4 2 -- --
11th +4 Elemental Entwinement Improvement (and Range Improvement) 6 4 4 3 -- --
12th +4 Ability Score Improvement 6 4 4 4 -- --
13th +5 ----- 6 4 4 4 2 --
14th +5 Elemental Traits (Grandmaster) 6 4 4 4 2 --
15th +5 Ability Score Improvement 6 4 4 4 3 --
16th +5 ----- 6 4 4 4 4 1
17th +6 Elemental Entwinement Improvement (and Range Improvement) 6 4 4 4 4 2
18th +6 Elemental Overload 6 4 4 4 4 2
19th +6 Ability Score Improvement 6 4 4 4 4 3
20th +6 Singularity 6 4 4 4 4 4
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Water: Soothing Mist: A puff of cool, soothing mist bursts Spell save DC = 8 + your proficiency bonus +
out from you, settling over each creature within 10 feet of your Wisdom modifier
you. When you use a spell to restore hit points to a creature Spell attack modifier = your proficiency bonus +
shrouded by this mist, that creature regains (1d8) bonus hit your Wisdom modifier
points and the mist around it fades away. This mist fades
from all affected creatures at the end of your next turn.
Air: Electric Discharge: A lightning bolt flashes down, You can use an elemental focus as your spellcasting focus
striking at a single creature you can see within 60 feet of for your Elementalist spells. An elemental focus is a small
you. That creature must make a Dexterity saving throw token or artifact which helps an Elementalist deepen their
against your spell save DC, taking (1d10) lightning damage bond with elements and the physical world. A glowing coal
on a failure or avoiding the damage entirely on a success. held at the end of a staff, a pendent vial filled with ever-
Earth: Armor of Earth: Pebbles and stones rise around frozen ice, or a dark gem hewn from the heart of a forgotten
you, granting you a protective barrier. When you are hit by cave may all serve as elemental foci.
an attack while entwined with Earth you may reduce the
damage you take by (1d12). You have one use of this You can cast an Elementalist spell as a ritual if that spell
feature and regain all uses when you entwine with Earth. has the ritual tag and you have the spell prepared.
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At 3rd level, when you entwine with an element your bond
with it bolsters your physical form. You gain certain
resistances when entwined:
Fire: Resistance to Fire damage.
Water: Resistance to Cold damage.
Air: Resistance to Lightning damage.
Earth: Resistance to Bludgeoning damage.
The moment of entwinement is an instant of shifting,
unformed potential. By 6th level you have learned to take
advantage of this moment to reshape the elements as you
desire. If you cast a spell immediately after entwining with a
new element, then you may replace the damage type of that
cast with the damage type of another spell you know, from
either the previous element or the new one.
Upon reaching 18th level, you have strengthened your bond
with the elements to the point that you can channel
catastrophic power. When you entwine with an element,
you may choose to overload yourself instead of losing your
previous entwinement. For the next hour your existing
entwinements are not ended by entwining with a new
element, you may activate any of Elemental Entwinement’s
magical effects as a bonus action without entwining, and
you may use Chaotic Entwinement at any time, selecting
from the damage types of any spell you have prepared.
Channeling the elements this way takes a terrible toll, and
you cannot easily close yourself to this power. You cannot
leave this state until it ends. At the end of the hour you gain
one level of exhaustion and end all your entwinements,
regaining all spent entwinement dice.
At 20th level, you are an unsurpassed grandmaster of the
elements. Channeling the four elements comes as easily to
you as breathing, and the scale of your powers can only be
described as cataclysmic. Elemental Overload no longer
exhausts you. When you are entwined with all four
elements, you may expend any number of spell slots to
trigger some monumental elemental event. Work with your
DM to determine an appropriate contextual occurrence.
The scale of this event should depend on the number of
slots expended. An Elementalist unleashing all their power
can accomplish feats like raising a river to flood, triggering
a volcanic eruption, or turning a mountain into a valley.
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When you reach 2nd level you may select one Initiate tier
trait to learn. At 5th level you may select one trait of Adept Your Swirling Elements feature grows more grandiose and
tier or lower learn. At 9th level you may select on trait of impressive. You learn the Mage Hand cantrip and always
Master tier or lower to learn. At 14th level you may select have it prepared (regardless of entwinement). When you cast
one trait of Grandmaster tier or lower to learn. it, instead of creating a spectral hand you reach out with a
At the end of a long rest, you can replace any one trait you minor, delicate component of your Swirling Elements, such
have with a different one that is available to you. You as a tendril of water or a floating clump of pebbles.
cannot have traits from a certain tier unless you have at
least 1 trait from each lower tier. For example, at level 5
you can have 1 Initiate trait and 1 Adept trait or 2 Initiate Whenever you take fire damage your blood is ignited until
traits and no Adept traits, but you may not have 2 Adept the end of your next turn. While the effect of this trait is
traits with no Initiate traits. active, whenever you are hit by a melee attack the attacker
takes fire damage equal to your Elementalist level.
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and have your water magic explode out from their body. The
target loses hit points equal to the number of hit points they
regained. All other creatures within 10 feet of the target must The Elementalist spell list is divided into four sections,
pass a Dexterity saving throw against your spell-save DC or representing the four elements. If a spell is listed under one
take cold damage equal to the number of hit points that the element’s section, it is considered a spell of that element for
target lost, be pushed 10 feet directly away from the target, the purpose of Elementalist class features and traits.
and have their speed set to 0 until the start of your next turn. Spells marked with an asterisk * are new, Elementalist-
exclusive spells, described in the “Spell Descriptions”
section on pages 8-10. This spell list also includes spells
If you cast Gaseous Form targeting only yourself, you may from the Xanathar’s Guide to Everything (xge) and Tasha’s
cast it without any components. While you are under the Cauldron of Everything (tce). These new and supplemental
effects of the Gaseous Form or Wind Walk spells, you gain spells should be considered essential inclusions.
50 feet of bonus flying speed, you are invisible, and you
become immune to bludgeoning, piercing, and slashing
damage, and the restrained and grappled conditions.
You gain an additional use of Armor of Earth. Uses of Control Flames (xge 152)
Armor of Earth that you grant to yourself or other creatures Create Bonfire (xge 152)
become reactive to assault. When one such use successfully Fire Bolt
reduces the damage of a melee attack to 0, the attacker is
knocked prone.
Burning Hands
Hellish Rebuke
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Water Breathing Earth Tremor (xge 155)
Water Walk Mage Armor
Upswell * Shield
Wall of Stone
Sandstorm *
Gust (xge 157)
Lightning Lure (tce 107) Bones of the Earth (xge 150)
Move Earth
Arc Trap *
Feather Fall
Gust of Wind
Ride the Lightning *
Fly
Gaseous Form 1st level Evocation (Ritual)
Wind Wall Casting Time: 1 action
Lightning Bolt Range: 5 feet
Components: V S M (two small copper tacks)
Duration: Up to 8 hours
Freedom of Movement
Choose two points you can see within range that have only
Storm Sphere (xge 166)
unoccupied space between them. A thin electric arc leaps
through the air, suspending itself between the two target
Far Step (xge 155) points. While it persists, it gives off a subtly audible crackle
Control Winds (xge 152) and sheds dim light across a 5-foot radius around itself. If
an object or creature contacts the arc, they must make a
Constitution saving throw. They suffer 2d10 lightning
Wind Walk damage and become stunned until the end of their next
Chain Lightning turn if they fail or take half the damage and are not stunned
if they pass. Pass or fail, the arc then snaps out of existence
with a loud thunderclap audible from as far away as 300
feet. If the duration expires before the trap is triggered, it
fizzles away silently, leaving no trace. If you cast this spell
again while an arc trap you cast previously persists, the
Magic Stone (xge 160)
previous trap fizzles away instantly.
Mold Earth (xge 162)
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage is increased by 1d10
for each slot level above 1st.
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feet of you must then make a Strength saving throw.
2nd level Evocation Creatures that fail the saving throw take 2d12 bludgeoning
Casting Time: 1 action damage and are pushed 10 feet directly away from you.
Range: Self (30-foot range, 10-foot radius sphere) Creatures that pass take only half the damage and are not
Components: V S M (a charred boot sole) pushed. The ground within 5 feet of you becomes difficult
Duration: Instantaneous terrain which lasts until cleared. Each 5-foot-square portion
Manifest searing jets of flame which push you up to 30 feet of the area requires at least 1 minute to clear by hand.
in any direction you choose, even vertically. This movement At Higher Levels. When you cast this spell using a spell
doesn’t trigger opportunity attacks. If this movement pushes slot of 3rd level or higher, for each slot level above 2nd, the
you through space occupied by another creature, they must damage is increased by 1d12 and the maximum height of
make a Dexterity saving throw or suffer 2d6 fire damage. If the arc is increased by 30 feet.
there is insufficient unoccupied space for you at the end of
the movement, you stop early in the furthest unoccupied
2nd level Conjuration
space along the line. At the end of your movement the
Casting Time: 1 reaction
propelling flames flare out and explode. All creatures in a
Range: Self
10-foot radius spherical area around you besides yourself
Components: None
must make a Dexterity saving throw, suffering 2d6 fire
Duration: Instantaneous
damage on a failure or half as much if they pass.
When you deal lightning damage to one or more creatures
At Higher Levels. When you cast this spell using a spell
or objects using a spell or magical effect, you may take a
slot of 3rd level or higher, for each slot level above 2nd, the
reaction to cast this spell. Teleport to an unoccupied
damage of the movement and the final explosion are both
location within 5 feet of one of those creatures or objects,
increased by 1d6 and the movement range is increased by
and this spell deals 2d10 lightning damage to that target. If
10 feet.
you can see any of the area around your target you may
choose a destination inside that area, but if you cannot then
2nd level Conjuration the destination is determined randomly from the available
Casting Time: 1 action area. If no such location is available, then you fail to teleport
Range: Self (10-foot radius sphere) and you take this spell’s lightning damage.
Components: V S M (a drop of water) At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 3rd level or higher, the damage is increased by 1d10
A wave of refreshing water splashes out from you, healing for each slot level above 2nd.
wounds and washing away filth. All creatures in a 10-foot
radius sphere centered on yourself regain hit points equal
3rd level Conjuration (Ritual)
to 1d8 + your spellcasting modifier. If any creatures in the
Casting Time: 1 action
area are poisoned or diseased, this spell cures one of those
Range: 120 feet
ailments on each of those creatures (their choice). This
Components: V S M (a round piece of obsidian)
spell does not restore hit points to undead or constructs.
Duration: 1 minute
At Higher Levels. When you cast this spell using a spell slot
Call forth the roiling heat of the earth to create a magical
of 3rd level or higher, for each slot level above 2nd, the radius
gout of lava. Choose a point on the ground within range,
is increased by 5 feet and it cures an additional ailment on
and lava surges up to the surface. A volume of lava
each affected creature.
sufficient to occupy the base of a five-foot cube to one-foot
depth flows out as a thick liquid, remaining in a single
2nd level Transmutation location if the ground is flat or flowing in a cohesive globule
Casting Time: 1 action at a rate of up to 5 feet per round on a slope. A creature that
Range: Self (5-foot radius) walks across the lava takes 6d6 fire damage for every five
Components: V S M (an iron ball) feet of lava it crosses, and if a creature ends its turn on the
Duration: Instantaneous lava it takes 12d6 fire damage. Lava is unimaginably hot
An earthen blast launches you into the air along an arcing and heavy. This volume of molten rock weighs 5000
trajectory, which you may make up to 30 feet high and 15 pounds. It ignites flammable objects and structures near it
feet long horizontally. This movement doesn’t trigger and will slowly melt stone and metal it remains in contact
opportunity attacks. If you are not standing on a solid with. This lava magically cools into a smooth, glassy black
surface when you cast this spell, you forgo the movement stone when this spell ends.
portion of this spell. The next time you touch the ground At Higher Levels. When you cast this spell using a spell
this turn, if you fell at least 10 feet immediately prior, you slot of 4th level or higher, for each slot level above 3rd,
land with cratering force. You don’t take fall damage from another identical volume of lava is created in an adjacent
this impact, and all other creatures on the ground within 5 location you choose.
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3rd level Conjuration 5th level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet (15-foot radius hemisphere) Range: Self (30-foot radius, 30-foot height cylinder)
Components: V S M (a bucket of water drawn from a well) Components: V S M (a fistful of fine sand)
Duration: Instantaneous Duration: Concentration, up to 10 minutes.
Call on a massive upswelling of enchanted water to surge Fine sand swirls out from you, churning through the air
up from a point you choose on the ground within range. throughout a cylindrical area of 30-foot radius and 80-foot
The water mounds up into a 15-foot high, 15-foot radius height. The origin of the storm is your location, and if you
hemi-spherical dome. Creatures in the area are rejuvenated are elevated in the air for any reason the storm also extends
by the rising water, regaining hit points equal to 2d8 + your downwards from you towards the ground, for a distance up
spellcasting modifier. The mass of water then collapses to its maximum height. The storm spreads around corners.
downwards, washing outwards along the ground to The area is heavily obscured, and creatures within have
extinguish unprotected flames and carry away loose disadvantage on perception checks made using hearing or
objects. Creatures in the area must pass a Strength saving smell. Unprotected air-breathing creatures within the area
throw or be knocked prone and pushed 15 feet directly must hold their breath or begin to suffocate. A creature
away from the origin. A creature may freely choose to fail attempting to fly in the area must spend five feet of
this saving throw, opting to let themselves be carried by the movement for each foot it moves. When a creature ends its
water and pushed twice as far. If the movement of a turn in the area it takes 3d4 slashing and 3d4 piercing
creature pushed by this spell is interrupted by a hard damage. The swirling area of the storm does not include a
surface or obstacle, that creature takes 2d8 bludgeoning central eye, which is a 10-foot radius cylinder of the same
damage from the collision. This spell does not restore hit height as the storm, also centered on you. The eye of the
points to undead or constructs. storm is perfectly calm, and not subject to any of the effects
At Higher Levels. When you cast this spell using a spell of this spell. Both the storm and the eye move with you.
slot of 4th level or higher, the healing is increased by 1d8 for At Higher Levels. When you cast this spell using a spell
each slot level above 3rd. slot of 6th level or higher, the exterior radius and height
increase by 20 feet for each slot level above 5th.
4th level Transmutation
Casting Time: 1 action 6th level Transmutation
Range: Self (10-foot width, 120-foot line) Casting Time: 1 action
Components: V S M (three sharp and angular stones) Range: Self (15-foot radius, 600-foot height cylinder)
Duration: Instantaneous Components: V S M (a singed piece of down)
Tear the ground in a line in front of yourself into jagged Duration: Instantaneous
peaks that clasp at foes. Send a powerful shock wave out Ignite yourself, turning your body to flame. Deal 20d6 fire
from yourself, which is 10 feet wide and travels rapidly damage to yourself as you fuel a searing geyser of flame.
along the ground for 120 feet. The ground traversed by the Neither resistance nor immunity can reduce the damage
wave buckles and tears apart, becoming difficult terrain you take. The torrent of flame fills a 15-foot radius, 600-
which lasts until cleared. Each 5-foot-square portion of the foot-height cylinder rising from your body, flaring upwards
area requires at least 1 minute to clear by hand. Creatures into the sky. All other creatures in the area must make a
in the area when this spell is cast must make a Dexterity Dexterity saving throw. Creatures that fail take the same
saving throw. Those that fail are struck by the shock wave, damage you dealt to yourself. Creatures that pass are
knocked prone, restrained, and take 2d12 bludgeoning pushed 15 feet directly away from you. If they end this
damage. Creatures that pass take half the damage and are movement outside the area of the flames, they take only
neither knocked prone nor restrained. A restrained target half the damage. If they end this movement within the area
can use its action to make a Strength check against your of the flame, they take the full damage. The pillar of flame
spell save DC. On a success, the target shatters the stones ignites objects and burns clean through flammable
pinning it down and is no longer restrained. obstacles, such as wooden structures or shingle roofs. If the
At Higher Levels. When you cast this spell using a spell damage of this spell reduces you to 0 hit points your
slot of 5th level or higher, for each slot level above 4th, the unconscious body remains wreathed in fire and you regain
damage increases by 1d12 and the width of the wave 1 hit point at the start of your next turn, unless you die
increases by 5 feet. before that can occur.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 2d6 for
each slot level above 6th.
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These rules are optional additions or tweaks. Choose these Demands careful planning and strategy, and heavily
carefully, in consultation with your DM, to best suit the reduces the power level of the Elementalist. You can’t
nature of your table and game. entwine if you entwined during your last turn.
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