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1594816-Elementalist Class

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Standing in waist high water, the elf meditates on the clear blue lake around her.

She places her


hand into the water and allows the connection to completely flow through her body. As she
moves her arms to the side, the water obeys her command and begins to part, slowly lowering
her down into the bed of the lake. She opens her eyes, revealing the powerful blue glow as the
water begins to crash down around her, still effortlessly held at bay by her as she walks through
the lake bed and up onto the shore.

As the band of goblins surround him, the half-orc stood calmly amidst the whistling winds of the
canyon walls. Despite the seemingly terrible odds, he grinned as he surveyed the scene.
Charging in, the goblins murderous cries echo off the stone walls all around them. Suddenly, the
half-orc throws his hands into the air as the ground erupts beneath the goblins, launching
several into the air. As he claps his hands together, parts of the canyon walls slam together,
crushing several others. Hesitantly, the rest make for the half-orc, but stop short as he
submerges himself within the earth, then emerges covered in brown and red armor as jagged
and as strong as the stone it was shaped from.

Upon the edge of the cliff, the human looks down the several hundred feet to the rocky floor
below. As the hill giant approaches, massive club in hand, the traveler merely grins at his
oncoming pursuer. The giant lurches forward and swings away with its club, counting on
crushing its cornered prey. Leaping backwards, the traveler's feet hit the air, but rather than fall
to his death, he casually walks backwards upon the wind, waving goodbye to his bewildered foe
as he turns and gently descends to the solid ground below.

Flames leapt from the gnomes hands as she dodged blade after blade from her two foes. She
had already burned two pursuers to a crisp, but she was still surrounded by three more and
bleeding out from the stomach. As she struggled to catch her breath, her attackers moved in.
However, as they approached and her body fell to the ground, fire wrapped around her and
erupted from within. When her remaining attackers stood, badly burned and shaken, they saw a
raging gnome with a body engulfed in flames, roaring in anger and walking their way.

Darkness kept the tiefling hidden as she entered the open window of her target's home. She
silently crept her way down the hallway, making sure not to alert any of the guards. As she
approached the one guarding her target's room, she quickly grabbed the orc by the back of the
head and sent a wave of electricity through him. She gently lead the dead guard to the floor,
smoke emanating from his ears, as she picked the lock to the room. She entered, quiet as
death, and found her hit sitting up in bed, too terrified of the impending assassination to sleep.
She grinned and started towards him, lightning gently crackling in her hand as it ran up the long
danger, sparking at the tip. The room lit up briefly in a crackling blue light before the tiefling
exited the house, another name crossed out.

Power of the Elements


Fire, Earth, Water, Wind, and Lighting are the basic elements that make up the very fabric of
nature. Magic has attempted, and succeeded in certain aspects, to harness these elements into
powerful tools and weapons. Fireballs, rays of frost, wind walls, and much more are all common
parts of a magic users repertoire. However, true control over the elements is rare, and when it
occurs, it is incredibly powerful.
Elementalists are wielders of the very power of the elements themselves. Some are from a long
line of elemental users, others are descendants of ancient elementals. Even rarer are those who
can control all of the elements at once. No matter the origin, their control over the building
blocks of nature are absolute and unrivaled by other magic users.

This power shapes and pushes the very elements of fire, water, wind, earth, and lightning,
allowing the wielder to manipulate their element as they see fit. Attacking, defending, and even
healing are possible with enough control and concentration over their magic.

Born with their innate powers, elementalists control a single element, being fire, earth, water,
lightning, or wind. Even more rare is those known as Shapers. These individuals have power
over all five elements, making them a true force to be reckoned with.

Unlike most other magic users, aside from sorcerers, elementalists get their power from the very
blood in their veins. They are born into their affinity, and therefore have no use for a wizard's
spellbook, a cleric's deity, or a warlock's patron eldritch horror. There power always comes from
within.

A Rare Sight
Elementalists are not as common as most other magic users in the world. Their bloodline is few
and their communities are usually very tight knit. Therefore, to find an elementalist adventuring
is truly a rare sight, indeed. Due to their rarity, their power is often also seen as odd or even
something to be feared. This makes most elementalist to be that of a loner or, more rarely, a
mercenary.

Personalities of elementalists can be as varied as the elements they control. Many are, as
mentioned above, loners, with the patience and tranquility needed to fully master control over
their particular type of natural magic. However, their race, their upbringing, and even their
elemental affinity can be a factor in their attitude and personality. Fire and lightning elementalists
can often be a bit reckless and proud due to the destructive and uncontrollable nature of their
powers. Water elementalists are often seen as the most calm due to their communion with water
and their ability to heal. Earth elementalists are seen as stoic, quiet, stubborn as stone, and
quite intimidating. Wind elementalists more often than not are the most carefree, preferring to fly
and take to the sky whenever possible.

No matter the personality or the power, elementalists can be one of the most valuable members
of an adventuring party. Their magic may not be as varied or versatile as other spell casters, but
their focus makes them an incredibly deadly and useful companion, allowing for not only
powerful and eclectic attack and defense maneuvers, but also adept problem solving with their
elements.

Creating an Elementalist
Without a doubt, the most important decision to make when creating your elementalist is what
your elemental affinity will be. When creating your character, you will be asked to choose an
affinity at level one. This will lead you down the path of a Fire Dancer, Earth Carver, Water
Weaver, Lightning Bender, or Wind Walker.
The type of element (or elements) you choose to wield will determine your power, but everything
else is up to you. Are you from a long line of elementalists? Are you a descendant from the
elementals generations in your past? Did you leave your close community of element
manipulators to find adventure? Were you cast out of your home after being born with such
strange and powerful magic?

These questions will lead you to more important, character shaping questions. How do you feel
about your power? How do you feel about other elementalists, or other magic users in general?
Is your magic the true, pure magic? How will you use your powers?
The Elementalist Table

Proficiency Elemental Elemental Strike Spells


Level Bonus Points Features Unarmed/Weapon Known

Spellcasting, Elemental Affinity, Elemental


1st +2 6 Strike 1d4/- 1

2nd +2 7 Elemental Points - 2

Elemental Manipulation, Elemental Affinity


3rd +2 8 feature - 3

4th +2 9 Ability Score Improvement - 3

5th +3 10 1d6/1d4 4

6th +3 11 Elemental Affinity feature - 4

7th +3 12 - 5

8th +3 13 Ability Score Improvement - 5

9th +4 14 2d6/1d6 6

10th +4 15 Elemental Manipulation, Elemental Lifeblood - 6

11th +4 16 Elemental Affinity feature - 7

12th +4 17 Ability Score Improvement - 7

13th +5 18 - 8

14th +5 19 Elemental Affinity feature - 8

15th +5 20 - 9

16th +5 21 Ability Score Improvement - 9

17th +6 22 Elemental Manipulation, Elemental Lifeblood 2d8/1d8 10

18th +6 23 Elemental Affinity feature - 10

19th +6 24 Ability Score Improvement - 10

20th +6 25 Elemental Ascendance - 10


Class Features
As an Elementalist, you gain the following class features.

Hit Points
Hit Dice: 1d6 per elementalist level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per elementalist level after
1st

Proficiencies
Armor: None (Wind Walker and Water Weaver), light armor (Flame Dancer, Earth Carver, and
Lightning Bender)

Weapons: Simple weapons, shortswords, quarterstaffs, shortbows

Tools: None

Saving Throws: Wisdom, Intelligence

Skills: Choose two from Acrobatics, Arcana, Insight, Intimidation, Nature, Perception, and
Survival

Equipment
● (a) a shortsword or (b) two daggers
● (a) a crossbow and 20 bolts or (b) a shortbow and 20 arrows
● (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
● 20 darts

Element Casting
Running through your veins is the power to call upon and manipulate the elements. This power
fuels your spells and abilities. See Spells Rules for the general rules of spellcasting and the
specific Elemental Affinities features below for your spell list.
Elemental Points

Upon choosing your Elemental Affinity, you develop the ability to manipulate the element of
which you specialize in. You gain access to 6 elemental points when you choose your affinity,
and gain an additional point every time you level up, to a maximum of 25 at level 20. These
points allow you to cast and further manipulate your elemental spells. Spells cost a number of
points equal to its spell level to cast. You regain all spent elemental points after a Long Rest.

Note that elemental points and their use replaces spell slots. For spells that have the “at higher
levels” feature, replace the spell slot level with the appropriate number of additional elemental
points. For example, if a 3rd level spell has additional effects/damage if used in a 5th, 7th, and
9th level spell slot, then you would instead spend two additional elemental points to gain the
effects/damage for 5th, two more for 7th, and two more for 9th.

Spellcasting Ability

Wisdom is your spellcasting ability for your elementalist spells, since the power of your magic
relies on your understanding of nature and of your own inner control. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus and Components

Since your power over the elements comes from inside and from your own understanding of
nature, you do not require a spellcasting focus, nor do you require material components for
casting spells.

Elemental Affinity
Choose an elemental affinity, which identifies which element you have power over: Fire Dancer,
Earth Carver, Water Weaver, Lightning Bender, or Wind Walker.

Your choice grants you features when you choose at 1st level and again at 3rd, 6th, 11th, 14th,
and 18th level.
Elemental Strike
Your mastery over your element grants you the ability to flow it through your attacks, whether
unarmed or with weapons you are skilled with. Starting at 1st level, you gain the following
benefits while you are unarmed or wielding weapons you are proficient with.

● You can use Dexterity or Strength for the Attack and Damage Rolls of your Unarmed
Strikes and weapons you are proficient with that do not have the Heavy speciality.
● In place of the normal damage of your Unarmed Strike, you deal 1d4 damage of your
chosen affinity (fire for Fire Dancer, bludgeoning for Earth Carver, cold for Water Weaver,
slashing for Wind Walker, & lightning for Lightning Bender). This damage increases to
1d6 at 5th level, 2d6 at 11th level, and 2d8 at 17th level.
● If using an Unarmed Strike, you can make a second attack with your off-hand as a
bonus action.

Starting at 5th level, you may add 1d4 damage of your chosen affinity to damage dealt with
weapons you are proficient with. This damage increases to 1d6 at 11th level, and 1d8 at 17th
level.

Elemental Manipulation
At 3rd level, your power over your chosen element is so strong, you can manipulate it in many
different ways. You gain one of the following Elemental Manipulation abilities of your choice,
which you can spend your elemental points to use. You gain another one at 10th level, and a
final one at 17th level.

You can use only one Elemental Manipulation options on a spell when you cast it, unless
otherwise noted.

Protect Allies

Your manipulation over your power is exact enough that you can keep your own spells from
harming your allies. You may spend elemental points when casting a spell that targets an area,
protecting a single creature per extra point spent from all damage dealt by the spell.

Increase Range

As your power over the elements grows, so does your reach. When you cast a spell with a
range of 5 feet or greater, you may spend 3 points to double its range. When you cast a spell
with a range of touch, you may spend 2 points to increase its range to 30 feet.

Increase Area

Your manipulation over your elemental affinity is so great that you can effectively increase the
area affected by your power. When you cast a spell that targets a radius of 10 feet or greater,
you may spend 3 points to double the radius of the spell.
Multiply Targets

Power flows out from your elemental spells, reaching out for all other enemies near. You may
spend elemental points when casting a spell that targets a single creature to have your spell
jump to another nearby enemy and deal damage to them. You may target one additional
creature per extra point spent. Each additional target must be within 5 feet of a previous target.

Amplify Damage

With your immense power over the elements, you can cause far more devastation to your
targets than before. You may spend elemental points when casting a spell that deals damage to
one or more creatures to have your spell deal an extra d4 of damage per extra point spent. At
13th level, the extra damage increases to a d6 per extra point.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.

Elemental Lifeblood
At 10th level, when hit with damage of your elemental affinity (fire - Fire Dancer, bludgeoning -
Earth Carver, cold - Water Weaver, lightning - Lightning Bender, or slashing - Wind Walker), you
can use your reaction to have resistance to that type of damage until the start of your next turn,
including against the triggering attack.

Once you reach 17th level, you no longer need to use your reaction. Your resistance is
permanent.

Elemental Ascendance
You have attained such a level of mastery over your affinity that it naturally flows from you at all
times. At 20th level, utilizing your incredible power over your element, you have the following
ability:

Fire Dancer
Fire seems to lash out at those who would do you harm. You are immune to all fire damage.
Also, when a creature successfully hits you with a melee attack, they take 2d10 fire damage.

Earth Carver
The earth has become a part of your body over your years of travel and training, and seems to
rush to your aid of its own accord. You are immune to all non-magical bludgeoning damage.
Also, you gain temporary hit points equal to your Elementalist level + your remaining elemental
points whenever you are healed back to full health.

Water Weaver
Water flows around you like a river in the forest. You are immune to all cold damage. Also, you
have a swim speed of three times your land speed, you can breath perfectly underwater, and
being underwater never poses disadvantage on your attacks or ability checks or saving throws.

Lightning Bender
Lightning seems to crackle around you and come to your defense. You are immune to all
lightning damage. Also, when a creature successfully hits you with a melee attack, they must
make a Dexterity saving throw, taking 3d10 lightning damage on fail, and half as much on a
success.

Wind Walker
The air around you is a natural shield against those who would hurt you and a danger to them at
the same time. Ranged attacks have permanent Disadvantage against you. Also, when a
creature successfully hits you with a melee attack, they must make a Dexterity saving throw,
taking 3d10 slashing damage on a fail.
Elemental Affinity
As varied as the elements themselves, an elemental affinity determines which element an
elementalist has power over. While each elementalist is unique in their own spell choices and
how they approach elemental manipulation, they all fall into one of these five categories: Fire
Dancer, Earth Carver, Water Weaver, Lightning Bender, and Wind Walker.

Fire Dancer
Those who were born into the power of the flame are known as Fire Dancers. They wield the
power and much sought after chaos of the fire element. With strong constitutions and often
willful personalities, these individuals are often the most feared, as fire has always been one of
the most terrifying weapons to wield, but so few have ever had the ability to control it.

Fire Mastery
Your control over fire affords you many different uses. Using your action, you can manipulate
fire you see in the ways listed below.

Starting at 1st level, for 1 elemental point each:

● You spread a flame within 30 feet that fits within a 5ft cube 5 feet in a direction. If a
creature is in the path of the fire, they take 1d6 fire damage, and an additional 1d6 fire
damage for every round they remain in the fire at the end of their turn.
● You expel up to a 5ft cube of flames. If a creature is in the path of the fire, they take 1d6
fire damage.
● You cause simple shapes to flicker within flames that last for up to 1 hour or until you use
a bonus action to end the effect.
● The area of flames you can effect in the actions above goes up to a 10ft cube at 6th
level, 20ft cube at 11th level, and a 30ft cube at 18th level.

Beginning at 6th level, for 2 elemental points:

● You surround yourself with fire in a 10ft radius, causing any creature caught in the aura,
or who end their turn in the aura, to take 1d6 fire damage. If you take damage while
using this feature, you must succeed on a Constitution saving throw or the feature ends.
The damage increases by 2d6 at 11th level, and 18th level. This ability costs 2 elemental
points per round beyond the first to remain active.

Spells
Starting at 1st level, choose two cantrips from Create Bonfire, Fire Bolt, and Produce Flame,
and one spell from Burning Hands and Shield. At 2nd level, choose the final cantrip from the
list of cantrips above, and choose another spell from the list of spells above. At 3rd, 5th, 7th,
9th, 11th, 13th, 15th, and 17th level, choose another spell from the list of spells above.

At 3rd level, add Flame Blade, Flaming Sphere, and Scorching Ray to the list of spells to
choose from, Fireball at 5th, Wall of Fire at 7th, Investiture of Flame at 11th, and Delayed
Blast Fireball and Fire Storm at 13th level.

Unarmored Defense
The fire subtly dances around you, providing you more protection than usual. Beginning at 3rd
level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Constitution modifier.

Flames of Rage
Beginning at 14th level, when you are reduced to 0 hit points but are not killed outright, you can
drop to 1 hit point instead. When this happens, you unleash an explosion of flame in a 10 foot
radius around you. Creatures within this radius must succeed on a Dexterity Saving Throw. If
they fail, they take 6d6 fire damage, and half as much on a success. Also, Investiture of Flame
is cast upon you automatically, but ends at the end of your next turn. This feature cannot be
used again until you finish a Long Rest.

Propulsion of Flame
Beginning at 18th level, your mastery over the flames enables you to propel yourself great
distances by blasting fire from your feet and hands. You gain a fly speed of twice your land
speed for 10 minutes. Any creatures within 10 feet of you as you take off or land must make a
Dexterity Saving throw. If they fail, they take 10d10 fire damage, and half as much on a
success. You can use this feature twice between Long Rests.

Earth Carver
One of the rarer of the elementalists, the Earth Carvers are often part of isolated communities of
their own construction. However, their nomadic and solitary nature belies a caution that should
be exercised when confronting one. Earth Carvers are stout and powerful beings that shape the
very ground and stone around us all. Many even gain enough mastery to manipulate sand. They
are often underestimated until it is too late, as many forget that the land itself is at their service.

Earth Mastery
Your control over earth affords you many different uses. Using your action, you can manipulate
earth you can see in the ways listed below.

Starting at 1st level, for 1 elemental point each:

● You move earth within 30 feet no larger than a 5ft cube up to 5 feet in a direction. If a
creature is in the path of the earth, they take 1d6 bludgeoning damage and are pushed 5
feet in the same direction.
● You cause an area of the ground no bigger than a 5ft cube to become difficult terrain, or
make difficult terrain become normal.
● You cause simple shapes to appear within an area of the earth no larger than a 5ft cube.
● The area of earth you can effect in the actions above goes up to a 10ft cube at 6th level,
20ft cube at 11th level, and a 30ft cube at 18th level.

Beginning at 6th level, for 2 elemental points each:

● You cast the spell Stone Shape.


● You surround yourself with sand, giving you a +2 to your AC. As an action, you can send
out a tendril towards a creature within 10 feet of you, forcing them to make a Dexterity
Saving Throw. On a fail, they take 1d6 bludgeoning damage, and no damage on a
success. On a fail, they are also restrained. They can attempt to break free at the
beginning of their turn by making another Strength saving throw. If you take damage
while using this feature, you must succeed on a Constitution saving throw or the feature
ends. The damage increases by 2d6 at 11th level, and 18th level. This ability costs 2
elemental points per round beyond the first to remain active. For each additional person
beyond the first you restrain, you must spend an additional elemental point per round to
maintain.
○ You can spend an additional 2 elemental points to move a restrained creature 5
feet in any direction.

Beginning at 11th level, for 3 elemental points each:

● You cast the Transmute Rock spell.


● Earth Armor - You encase yourself in the earth, creating a full body suite of earth armor.
You gain +2 to your AC, have resistance to all non-magical damage, and you gain a
number of temporary hit points equal to 10 + your elementalist level. The armor lasts for
1 round per elementalist level or until you use a Bonus Action to dispel the armor. Once
you lose your temporary hit points, you must succeed at a Constitution saving throw at
the end of each of your turns or the armor is dispelled.

Beginning at 14th level, for 4 elemental points:

● You cast the Move Earth spell.

Spells
Starting at 1st level, you learn the cantrip *Stone Shrapnel, and one spell from Earth Tremor,
Longstrider, and Shield. At 2nd level, choose another spell from the list of spells above. At 3rd,
5th, 7th, 9th, 11th, 13th, 15th, and 17th level, choose another spell from the list of spells above.

At 3rd level, add Maximilian’s Earthen Grasp to the list of spells to choose from, *Earthen
Toss, Erupting Earth, Meld into Stone, and Wall of Sand at 5th, Stoneskin at 7th, Wall of
Stone at 9th, Bones of the Earth and Investiture of Stone at 11th, Earthquake at 15th, and
*Rock Slide at 17th level.

*new spells found in the New Spells section at the end of this class explanation

Unarmored Defense
The earth obeys your call, and protects you if you are unarmored. Beginning at 3rd level, while
you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Constitution modifier.

Body of Earth
As of 18th level, you have a permanent resistance to all non-magical damage.

Water Weaver
Often seen as the most calm and tranquil of elementalists, Water Weavers move in and out of
the water with grace and fluidity. This level of calm and control produces a powerful sway over
the lakes and streams of the world, turning flowing water into sharp ice or concealing mists.
Even the rain can be used as a useful tool for those who were born into this affinity.

Water Mastery
Your control over water affords you many different uses. Using your action, you can manipulate
water you can see or that you create in the ways listed below.

Starting at 1st level, for 1 elemental point each:

● You move an amount of water within 30 feet that fits within a 5ft cube up to 5 feet in a
direction. If a creature occupies the same space as the water at the beginning of their
turn, they move at half their movement speed until the end of their turn, and are also
treated as being underwater, taking all penalties and consequences into account. If the
water is frozen when it enters a space occupied by a creature, they instead take 1d6
cold damage.
● You cause an amount of water that fits in a 5ft cube to form into simple shapes and
animate for up to 1 hour or until you use a bonus action to end the effect.
● In a space no larger than a 5ft cube, you change the water's color or opacity for up to 1
hour or until you use a bonus action to end the effect.
● You freeze the water in an area no larger than a 5ft cube.
● The area of water you can effect in the features above goes up to a 10ft cube at 6th
level, 20ft cube at 11th level, and 30ft cube at 18th level.

Starting at 6th level, for 2 elemental points:

● You surround yourself with water, causing any creature who physically interacts with you
or starts their turn in the affected area to move at half speed and take Disadvantage on
all Attack rolls, Strength checks and saving throws, and Dexterity checks and saving
throws until the start of their next turn. From the water, tendrils extend outward within 10
feet of you. As an action, you can send out a tendril towards a creature within 10 feet of
you, forcing them to make a Dexterity Saving Throw. On a fail, they are restrained. They
can attempt to break free at the beginning of their turn with a Strength Saving Throw. If
you take damage while using this feature, you must succeed on a Constitution saving
throw or the feature ends. This ability costs 2 elemental points per round beyond the first
to remain active. For each additional person beyond the first you restrain, you must
spend an additional elemental point per round to maintain.
○ You can spend an additional 2 elemental points to move a restrained creature 5
feet in any direction.
● Alternatively, when you send out a tendril, you can spend another elemental point to
freeze the water. If they fail their Dexterity Saving Throw, they are not restrained, but
instead take 1d4 cold damage and 1d6 piercing damage. The piercing damage
increases by 2d6 and the cold by 2d4 at 11th level, and again at 18th level.
● You cast the Fog Cloud spell.

Starting at 11th level, for 3 elemental points:

● You cast the Control Water spell.

Spells
Starting at 1st level, you learn the cantrips Frostbite and Ray of Frost, and one spell from Ice
Knife, Fog Cloud, Cure Wounds, and Shield. At 2nd level, choose another spell from the list
of spells above. At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level, choose another spell from
the list of spells above.

At 3rd level, add Mirror Image and *Shards of Ice to the list of spells to choose from, *Iceball,
Sleet Storm, Tidal Wave, Wall of Water, Water Breathing, Revivify, and Water Walk at 5th,
Watery Sphere and Ice Storm at 7th, Cone of Cold, Mass Cure Wounds, and Maelstrom at
9th, Wall of Ice and Investiture of Ice at 11th, and Tsunami and Regenerate at 15th level.

*new spells found in the New Spells section at the end of this class explanation
Unarmored Defense
The water wraps you in its cool embrace, keeping you safe from harm. Beginning at 3rd level,
while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.

Natural Swimmer
You are one with the water. At 3rd level, you gain a swim speed of your land speed +10.

Healing Waters
Starting at 3rd level, at the cost of 5 elemental points, you can use your power over water to
heal wounds on yourself or other creatures. You can touch one creature after rolling your
Elemental Strike damage dice and heal them for a number of hit points equal to the roll.

Starting at 9th level, when you cast a spell of healing, you roll your current Elemental Strike
damage dice and add the roll to the number of hit points healed.

Lightning Bender
Chaotic, dangerous, and difficult to control, these descriptions can be used for both Lightning
Benders and the element they manipulate. Often loners, these elementalists control the
crackling and swerving bolts of electricity as they course through nature. They possess a hardy
constitution, much like their Fire Dancer cousins, and manipulate the volatile element to give
them unpredictable attacks that are often damaging to many at once.

Lightning Mastery
Your control over lightning affords you many different uses. Using your action, you can
manipulate lightning you can see or that you create in the ways listed below.

Starting at 1st level, for 1 elemental point:

● You can redirect lightning in any direction or at any 1 target within 30 feet. The target
must succeed on a Dexterity saving throw or take 1d6 lightning damage. The damage
increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 18th level.
● You surround your feet with lightning, increasing your movement speed by 10 feet per
elemental point spent for 1 minute.
Starting at 6th level, for 2 elemental point:

● You surround yourself with lightning in a 10ft radius, causing any creature caught in the
aura, or who start their turn in the aura, to take 1d6 lightning damage. As an action, you
can send out a bolt of electricity towards a creature within 10 feet of you, forcing them to
make a Dexterity Saving Throw. On a fail, they take 1d6 lightning damage, and half as
much on a success. If you take damage while using this feature, you must succeed on a
Constitution saving throw or the feature ends. The damage increases by 2d6 at 11th
level, and 18th level. This ability costs 2 elemental points per round beyond the first to
remain active.

Spells
Starting at 1st level, choose two cantrips from Lightning Lure, *Lightning Toss, and Shocking
Grasp, and the spell Shield. At 2nd level, choose the final cantrip from the list above. At 3rd,
5th, 7th, 9th, 11th, 13th, 15th, and 17th level, choose another spell from the list of spells above.

At 3rd level, add *Flying Bolts to the list of spells to choose from, Call Lightning, *Lightning
Ball, and Lightning Bolt at 5th, Chain Lightning and Investiture of Lightning at 11th, and
*Rage of the Storm at 13th level.

*new spells found in the New Spells section at the end of this class explanation

Unarmored Defense
The power of the storms bends around you, hindering any who try to harm you. Beginning at 3rd
level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Constitution modifier.

Fast as Lightning
Starting at 6th level, your base speed increases by 10 feet. It increases another 10 feet at 7th
level, 13th level, and 17th level.

Rage of the Storm


Beginning at 14th level, when you are reduced to 0 hit points but are not killed outright, you can
drop to 1 hit point instead. When this happens, you unleash an explosion of lightning in a 10 foot
radius around you. Creatures within this radius must succeed on a Dexterity Saving Throw or
take 6d6 lightning damage, or take half as much on a success. Also, Investiture of Lightning is
cast upon you automatically, but ends at the end of your next turn. This feature cannot be used
again until you finish a Long Rest.

Lightning Strike
Starting at 18th level, you harness the power of lightning in the palm of your hand, and mold it
into a small, concentrated point. However, this technique is risky and leaves the user vulnerable
after. As an action, you move at twice your movement speed towards a target you can see.
When you reach them, you make an Unarmed Attack roll with Disadvantage against the target.
On a hit, you automatically score a Critical Hit, dealing an additional 6d6 lightning damage. After
the attack, your movement speed is halved, you can take no reactions, and you must choose to
perform either an action or bonus action, not both, for 1d4 rounds.

Wind Walker
Loners like their lightning mastering cousins, Wind Walkers are a far more calm and collected
group. Though, instead of using this for tranquile mastery over their power like Water Weavers,
Wind Walkers prefer a more light hearted approach. They use their mastery of the wind to move
with incredible speed and even move through the air. When threatened, their calm focus turns to
deadly precision with their wind slicing through their foes, keeping attacks at bay, and sending
others unwillingly flying.

Wind Mastery
Your control over wind affords you many different uses. Using your action, you can manipulate
wind you can see or that you create in the ways listed below.

Starting at 1st level, for 1 elemental point each:

● You manipulate an area of wind within 30 feet no larger than a 5ft cube 5 feet in a
direction. If a creature is in the path of the wind, they take 1d6 slashing damage, and
must make a Strength Saving Throw or be pushed 5 feet.
● You cause simple shapes to flicker and appear within an area of wind no larger than a 5ft
cube that last for up to 1 hour or until you use a bonus action to end the effect.
● The area of wind you can effect in the actions above goes up to a 10ft cube at 6th level,
20ft cube at 11th level, and 30ft cube at 18th level.

Starting at 6th level, for 2 elemental points each:

● You surround yourself with raging wind in a 10 foot radius, causing any creature caught
in the aura, or who start their turn in the aura, to take 1d6 slashing damage. While
active, creatures have Disadvantage on all Attack rolls against you. As an action, you
can send out a blade of wind towards a creature within 10 feet of you, forcing them to
make a Dexterity Saving Throw. On a fail, they take 1d6 slashing damage. If you take
damage while using this feature, you must succeed on a Constitution saving throw or the
feature ends. The damage increases by 2d6 at 11th level, and 18th level. This ability
costs 2 elemental points per round beyond the first to remain active. For each additional
person beyond the first you restrain, you must spend an additional elemental point per
round to maintain.
● You attempt to lift or push a Huge or smaller creature, or an object up to 1,000lbs, within
30 feet from you. Make an ability check with your spellcasting ability modifier against the
creature's Strength check. If you win, you move the creature in any direction, including
into the air, but no further than 30 feet from you. Until the end of your turn, the creature is
restrained. On subsequent rounds, you can maintain your grip on the creature and move
it no further than the previously specified distance by succeeding on another contest
between the two of you and spending 2 more elemental points. The distance you can
move them from you increases to 60 feet at 11th level, and to 80 feet at 18th level.
● You double your jump distance for 1 minute.

Starting at 11th level, for 3 elemental points:

● You cast the Control Winds spell

Spells
Starting at 1st level, you learn the cantrips Gust and Thunderclap, and one spell from Feather
Fall, Thunderous Smite, Thunderwave, and Shield. At 2nd level, choose another spell from
the list of spells above. At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level, choose another
spell from the list of spells above.

At 3rd level, add Blur, Dust Devil, Gust of Wind, Invisibility, Levitate, Mirror Image, Silence,
and Skywrite to the list of spells to choose from, Thunder Step and Wind Wall at 5th,
Investiture of Wind at 11th, and Reverse Gravity and Whirlwind at 13th level.

*new spells found in the New Spells section at the end of this class explanation

Unarmored Defense
The wind whirls around your form, hindering all attacks and attempts upon your life. Beginning
at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Wisdom modifier.

Quickstep
Starting at 6th level, you step lightly on the air, increasing your base speed by 10 feet. It
increases another 10 feet at 7th level, 13th level, and 17th level.
Swift as the Wind
Starting at 11th level, you gain permanent Advantage on all Acrobatic skill checks and Dexterity
Saving Throws.

Winds of Rage
Beginning at 14th level, when you are reduced to 0 hit points but are not killed outright, you can
drop to 1 hit point instead. When this happens, you unleash an explosion of wind in a 10 foot
radius around you. Creatures within this radius must succeed on a Dexterity Saving Throw or
take 6d6 slashing damage, or take half as much on a success. Also, Investiture of Wind is cast
upon you automatically, but ends at the end of your next turn. This feature cannot be used again
until you finish a Long Rest.

Take Flight
At 18th level, your mastery of the wind allows you to walk on it as if it was solid ground. You gain
a flying speed equal to double your land speed. You can fly for a total of 1 hour between rests. If
you take damage while in flight, you must succeed on a Constitution saving throw or fall.
New Spells

Stone Shrapnel
cantrip transmutation

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

Descriptions: Using bits of the earth around you, you send out a small, speeding stone at a
target you can see within range. Make a ranged spell attack for each stone. On a hit, the target
takes 1d6 bludgeoning damage.

At Higher Levels: At 5th, 11th, and 17th level, you can send out an additional stone as part of
the attack. You may send all stones at a single target, or multiple.

Lightning Toss
cantrip evocation

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

Descriptions: You produce a ball of crackling lightning in the palm of your hand. You make a
ranged spell attack and hurl the ball at a creature within range. On a hit, the target takes 1d8
lightning damage.

At Higher Levels: At 5th, 11th, and 17th level, the damage increases by 1d8.

Shards of Ice
2nd level evocation

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous
Descriptions: You send three shards of ice at targets within range. You can send them at on
target or several. Make a ranged spell attack for each shard. On a hit, the target takes 2d6
piercing damage and 1d6 cold damage.

At Higher Levels: You create one additional shards for each additional elemental point used
upon casting.

Flying Bolts
2nd level evocation

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

Descriptions: Electricity crawls along your arm as you send three bolts of lightning at targets
within range. You can send them at one target or several. Make a ranged spell attack for each
bolt. On a hit, the target takes 2d6 lightning damage.

At Higher Levels: You create one additional bolt for each additional elemental point used upon
casting.

Earthen Toss
3rd level transmutation

Casting Time: 1 action

Range: Self

Duration: Concentration up to 10 minutes

Descriptions: You pull up five small boulders from the earth and have them orbit around you for
the spell’s duration. When you cast the spell, and as an action on subsequent turns, you can
throw a boulder to a point you choose within 60 feet. Each creature within 5 feet of where it
impacts must make a Dexterity saving throw. They take 2d6 bludgeoning damage on a failure,
or half as much on a success.

At Higher Levels: The number of boulders created increases by 1 for each additional elemental
point used upon casting.
Iceball
3rd level evocation

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

Descriptions: A small snowflake glides from your hand to a point you choose within range and
then expands with the sound of shattering glass into an explosion of ice. Each creature in a
20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes
5d6 piercing damage and 3d6 cold damage on a failure, or half as much on a success.

At Higher Levels: For each additional elemental point used upon casting, the cold and piercing
damage increases by 1d6 each.

Lightning Ball
3rd level evocation

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

Descriptions: A bolt of electricity streaks from your hand to a point you choose within range
and then expands in crashing of thunder into an explosion of ice. Each creature in a
20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes
5d6 lightning damage and 3d6 thunder damage on a failure, or half as much on a success. All
creatures within the radius are pushed back 5 feet.

At Higher Levels: For each additional elemental point used upon casting, the damage
increases by 1d6.

Rage of the Storm


7th level ecovation

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous
Descriptions: A storm of crackling lightning appears in a location you choose within range. The
area of the storm consists of up to ten 10ft cubes, which you can arrange as you wish. Each
cube must have at least one face adjacent to the face of another cube. Each creature in the
area must make a Dexterity saving throw. It takes 7d10 lightning damage on a failure, or half as
much on a success.

Rock Slide
9th level transmutation

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

Descriptions: At your command, pieces of earth erupt into the air and then plummet to the
ground at four different points you can see within range. Each creature in a 30-foot-radius
sphere centered on each point you choose must make a Dexterity saving throw. A creature
takes 30d6 bludgeoning damage on a failure, or half as much on a success. A creature in the
area of more than one piece of falling earth is only affected once.

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