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OAP - Elementalist Class v1.1

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Elementalist

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 wood elf sits in his meditation, his consciousness
in the Ethereal Plane communing with spirits. A gust
of wind from his hands suddenly propels him into a
standing position. He knows what he must do.
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.

Elemental Training
Untrained elementalists can be extremely dangerous to
everyone around them, accidentally causing cataclysms
when they lose their temper or composure. To combat
this unnecessary tragedy, many groups have established
dojos, temples, and schools to teach elementalists ways
of manipulating the raw energies of the multiverse.
These Elemental Styles have a profound effect on the
way an elementalist uses his or her abilities, causing
even two elementalists of the same element to approach
combat entirely differently. Some such places of
training take a more introspective approach, seeking
council from spirits to determine the best course of
action, while others teach the art of weapons and war,
and others still instruct in the science of subtlety and
assassination. Some even encourage their students to
form a connection with other Prime Elements, perhaps
even all four.

Classes| Elementalist
2
The Elementalist
__ Spell Slots per Spell Level __
Proficiency Elemental
Level Bonus Features 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 Improved Elemental Blast 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 Improved Suffused Strike 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

Elemental Surprise Quick Build


You can make an elementalist quickly by following these
A reliable method for forming a connection with a Prime suggestions. First, make Strength or Dexterity your
Element, and therefore becoming an elementalist, has highest ability score, depending on your Prime Element:
never been identified. Elementalists come from all Strength for Earth and Water, and Dexterity for Air and
walks of life. Some are from prestigious bloodlines, Fire. Your next highest ability score should be Wisdom
families who can trace a familial connection back or Charisma, depending on your Prime Element:
generations, while some children of such families can Wisdom for Air and Water, and Charisma for Earth and
discover they don’t have the gift at all. Paupers with no Fire. Second, choose the folk hero or noble background.
family history of elementalism can suddenly discover
their abilities, often to disastrous effect when their
lack of training leads to accidental misuse. Anyone
can become an elementalist, and might not form a
Class Features
As an elementalist, you gain the following class features.
connection with a Prime Element until very late in life,
though small children only days old can sometimes be
Hit Points
seen to ripple earth, spin water, or belch fire.
Hit Dice: 1d8 per elementalist level
Hit Points at 1st Level: 8 + your Constitution modifier
Creating an Elementalist Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per elementalist level after 1st
When creating an elementalist character, consider first
how your character formed your connection with a Proficiencies
Prime Element. Does it run in your family, did you send Armor: Light armor, medium armor
a hope and a prayer out into the universe and awake the Weapons: Simple weapons
next day to discover your snoring destroyed the poor Tools: None
cabbage cart adjacent to your sleeping space, or did
a desperate situation cause you to form a connection Saving Throws: Strength, Dexterity
out of necessity? Also good to consider is at what age Skills: Choose two from Acrobatics, Athletics,
your character discovered the abilities granted by the Intimidation, Perception, Performance, Sleight of
connection, and the impact it had on you at that point in Hand, and Survival
your life.
Next, consider where and how you were taught to
Equipment
control your abilities. Were you adopted into a formal
You start with the following equipment, in addition to
school where you learned alongside other disciples, are
the equipment granted by your background:
you a savant who taught yourself control and developed
a style all your own, or did your family line have a
• (a) leather armor, (b) scale mail, or (c) vestments and
specialized training method they kept secret from all
5 sticks of incense
others? Were you trained before you accidentally caused
• (a) a dungeoneer’s pack or (b) an explorer’s pack
some sort of disaster, or after? The answers to these
• 3 simple weapons of your choice
questions will help form a solid foundation on which to
• An elemental focus, which is a small token that
build your character’s backstory, and help you determine
symbolizes your Prime Element
which of the many varying features you will choose as
you gain levels in this class.

Classes | Elementalist
3
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Prime Element Defense
While you are wearing armor, you gain a +1 bonus to AC.
As an elementalist, you gained your abilities through an
intimate connection with one of the Prime Elements.
Power Striking
Exactly how you formed this connection with the
When you hit a creature with your elemental strike as a
element varies, but your attunement with this element
melee attack or within its short range, and at least one
changed you forever, granting you special control over it
of your hands is free, you gain a +2 bonus to the damage
and enhancing your physical prowess. Choose a Prime
roll of that elemental strike.
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
Strike Weaving
When you make a ranged elemental strike, you do
1st level, and again at, 6th, 14th, and 18th level, as well
not suffer disadvantage due to being within 5 feet of
as an associated spell list and an attuned damage type
a hostile creature. Additionally, when you make an
used by several of your class features.
elemental strike against a creature within its short
Prime Element Abilities range, the attack ignores half and three-quarters cover.
Prime Striking Spellcasting Attuned
Element Ability Ability Damage Type
Air Dexterity Wisdom Thunder
Spellcasting
Earth Strength Charisma Force When you reach 2nd level, you become suffused enough
Fire Strength or Charisma Fire with elemental power that you can use it to cast spells.
See chapter 10 in the Player’s Handbook for the general
Dexterity
rules of spellcasting, and the end of this document for
Water Strength or Wisdom Cold
the elementalist spell lists.
Dexterity
Preparing and Casting Spells
Elemental Strike The Elementalist table shows how many spell slots you
have to cast your spells. To cast one of your elementalist
You can create a blast of raw elemental energy, called an spells of 1st level or higher, you must expend a spell slot
elemental strike. Your elemental strike has the following of the spell’s level or higher. You regain all expended
properties: spell slots when you finish a long rest.
You prepare a list of elementalist spells that are
• You are proficient with your elemental strike, which is available for you to cast, choosing from the spell list
a weapon with the range 20/60 property. Additionally, granted by your Prime Element. When you do, choose a
when you use your elemental strike to attack a number of spells equal to your elementalist spellcasting
creature within 5 feet of you, you can choose to make ability modifier + half your elementalist level, rounded
the elemental strike as a melee weapon attack. Your down (a minimum of one spell). The spells must be of a
Prime Element determines what ability score you level for which you have spell slots.
use for the attack and damage rolls of your elemental For example, if you are a 5th-level elementalist, you
strike, both when using it as a melee and ranged have four 1st-level and two 2nd-level spell slots. With
weapon, as shown in the Striking Ability column of a spellcasting ability of 14, your list of prepared spells
the Prime Element Abilities table. can include four spells of 1st or 2nd level, in any
• Your elemental strike’s damage die is 1d6. This die combination. If you prepare the 1st-level spell chromatic
changes as you gain elementalist levels, as shown in orb, you can cast it using a 1st-level or 2nd-level slot.
the Elemental Strike column of the Elementalist table. Casting the spell doesn’t remove it from your list of
Your elemental strike deals bludgeoning damage. prepared spells.
• When you reduce a creature to 0 hit points with You can change your list of prepared spells when you
your elemental strike, you can choose to knock the finish a long rest. Preparing a new list of elementalist
creature unconscious instead of killing it. spells requires time spent meditating: at least 1 minute
• You don’t need to have a free hand to use your per spell level for each spell on your list.
elemental strike, but if you don’t, at least one of your
legs must be free. If neither of your hands is free, you
Spellcasting Focus
make the attack roll with disadvantage.
You can use an elemental focus that symbolizes
• If a creature is within the short range of your
your Prime Element as a spellcasting focus for your
elemental strike, you don’t suffer disadvantage on
elementalist spells.
ranged elemental strikes against the creature due to it
being prone.
Elemental Blast
Fighting Style Starting at 2nd level, when you hit a creature with your
elemental strike as a melee attack or within its short
At 2nd level, you adopt a style of fighting as your
range, you can expend one elementalist spell slot to deal
specialty. Choose one of the following options. You can’t
damage of your attuned damage type, in addition to the
take a Fighting Style option more than once, even if you
elemental strike’s damage. The extra damage is 1d8 per
would later get to choose again.
level of the expended spell slot, to a maximum of 5d8.

Archery
You gain a +2 bonus to attack rolls you make with
ranged weapons.

Classes| Elementalist
4
Control Style Extra Attack
At 3rd level, you adopt a particular style of controlling Beginning at 5th level, you can attack twice, instead of
your elemental energies, affecting the progression once, whenever you take the Attack action on your turn.
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 Suffused Strike
level. Starting at 6th level, when you hit a creature with your
Avatar. Whenever you finish a short or long rest, you elemental strike, you can choose for it to deal damage of
can change your attuned damage type to a different type your attuned damage type, instead of bludgeoning.
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 Improved Elemental Blast
short or long rest. By 7th level, you’ve learned to focus the energies of your
Additionally, choose a 1st-level spell from any Elemental Blast. Once during each of your turns when
elementalist spell list. You always have that spell you use your Elemental Blast, you can force the target
prepared, and it doesn’t count against the number of to make a Strength saving throw against your spell save
elementalist spells you can prepare each day. DC. On a failed save, the target is pushed up to 10 feet
You choose additional spells this way when you reach in a straight line away from you and is knocked prone.
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 Control Technique
each spell you choose this way prepared, and it doesn’t
At 10th level, you reach a new level of practice in your
count against the number of elementalist spells you can
Control Style, granting you an additional feature.
prepare each day.
Avatar. When an effect deals you damage of your
Contractor. You gain proficiency in the Stealth skill.
attuned damage type, you can use your reaction to halve
If you are already proficient in it, you gain proficiency
the effect’s damage against you.
in one of the following skills of your choice: Acrobatics,
Contractor. If you’re hidden from a creature when you
Deception, Investigation, or Sleight of Hand.
miss it with a ranged elemental strike, the attack doesn’t
Additionally, your elemental strike is now a weapon
reveal your position.
with the range 30/120 property.
Spirit Bridge. Your connection with elemental spirits
Spirit Bridge. You can understand the spoken
allows you to step briefly into the Ethereal Plane. As
words of elemental, fey, and undead creatures, and
a bonus action, you can cast the etherealness spell
those creatures can understand your spoken words,
without expending a spell slot. When you do, the spell
even if you don’t share a language with them. You are
ends at the end of the current turn. You can use this
considered proficient in all Charisma ability checks
feature twice, and you regain all expended uses when
you make to interact with elemental, fey, and undead
you finish a short or long rest.
creatures.
Warrior. When you hit a creature with a melee
Additionally, your connection with elemental spirits
weapon attack, you can use your Elemental Blast as
allows you to ask them for counsel. You can spend 10
though you had hit the creature with an elemental strike,
minutes meditating to commune with the spirits about
expending an elementalist spell slot as normal.
the results of a specific course of action that you plan
Additionally, you can choose a second option from
to take within the next 30 minutes. The spirits then
the Fighting Style class feature, or from the following
indicate good results, bad results, both good and bad
options.
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 Elemental Protection
change the outcome, such as the casting of spells or the When a creature you can see attacks a target other
loss or gain of a companion. than you that is within 20 feet of you, you can use your
Once you commune with the spirits this way, you must reaction to impose disadvantage on the attack roll. You
finish a short or long rest before you can do so again. must have at least one arm or leg free.
Warrior. You gain proficiency with martial weapons.
When you use the Attack action to make an elemental Strike Dancing
strike, you can use your bonus action this turn to make a When you engage in two weapon fighting, or use your
melee weapon attack with a one-handed melee weapon Control Style’s bonus action, you can add your ability
you’re holding. If you do, you don’t add your ability modifier to the damage of the bonus action attack.
modifier to the damage of the bonus action attack.
Improved Suffused Strike
Ability Score Improvement By 11th level, you are so suffused with elemental energy
When you reach 4th level, and again at 8th, 12th, 16th, that the excess power carries into your elemental strikes.
and 19th level, you can increase one ability score of your Whenever you hit a creature with your elemental strike
choice by 2, or you can increase two ability scores of as a melee attack or within its short range, the creature
your choice by 1. As normal, you can’t increase an ability takes an extra 1d8 damage of your attuned damage type.
score above 20 using this feature.

Classes | Elementalist
5
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Control Art of easily ignited oil with a flint, or a flagon of water that
is never to be used for drinking. Elementalists can use
At 15th level, you attain a greater level of practice in your
these totems to focus the raw elemental energies they
Control Style, granting you an additional feature.
manipulate.
Avatar. After an effect deals you damage of your
attuned damage type, you can use your reaction to gain
immunity to that type of damage for 1 minute. Once you Air
use your reaction this way, you must finish a long rest
before you can do so again. The Prime Element Air comes from a realm of unending
Contractor. If you’re hidden from a creature, or a sky, where air currents and clouds are in constant
creature is surprised, your elemental strikes against motion, where the air is clear and unsullied. The Plane
it score a critical hit on a roll of 19 or 20. Additionally, of Elemental Air is one of tranquility and freedom,
your elemental strike is now a weapon with the range where one can fall or fly forever in peace with a cool
80/320 property. wind at one’s back. To best strengthen your connection
Spirit Bridge. You can cast either the conjure fey spell with this plane, you must embrace its zen qualities, and
or the planar ally spell by expending an elementalist allow patience to rule over emotion.
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 Air Attunement
short or long rest. Starting at 1st level, you have a connection with
Warrior. You always have the elemental weapon spell Elemental Air, allowing you to control storms and wind,
prepared. It counts as an elementalist spell for you and and granting you the following properties:
doesn’t count against the number of elementalist spells
you can prepare each day. When you cast it, the only • You choose your spells from the Air Elementalist spell
damage type you can choose is your attuned damage list.
type, and you can target your elemental strike with it. • You know the gust EE cantrip. Wisdom is your
spellcasting ability for it and your other elementalist
spells, since Elemental Air is controlled best by an
Control Mastery individual who has achieved spiritual tranquility. You
At 20th level, you achieve mastery of your Control Style, use your Wisdom whenever a spell refers to your
granting you an additional feature. spellcasting ability. In addition, you use your Wisdom
Avatar. You have become so familiar with all forms of modifier when setting the saving throw DC for an
elemental energy and spellcasting that you can cut off elementalist spell you cast and when making an
a creature’s connection to it. As an action, you touch a attack roll with one.
creature, and cause it to make a Wisdom saving throw Spell Save DC = 8 + your proficiency bonus + your
against your spell save DC with disadvantage. On a Wisdom modifier
failed save, the target becomes unable to cast spells, or
spend spell slots, ki points, sorcery points, or other such Spell attack modifier = your proficiency bonus + your
magical resources. Wisdom modifier
At the end of every 30 days, the creature can repeat
the saving throw, ending the effects on a successful save. Unarmored Defense
This effect can also be ended by the greater restoration, Also beginning at 1st level, while you are wearing no
heal, and wish spells. armor and aren’t wielding a shield, your AC equals 10 +
Once you use this feature, you must finish a long rest your Dexterity modifier + your Wisdom modifier.
before you can do so again.
Contractor. If you’re hidden from a creature, or a Thermal Gliding
creature is surprised, your elemental strikes against it Starting at 6th level, you can create thermal winds
score a critical hit on a roll of 18-20. Additionally, when beneath yourself that allow you to glide short distances.
you score a critical hit against a creature, the attack When you take the Dash action, you can use the extra
deals maximum damage, instead of rolling. movement as though it were a flying speed. If you end
Spirit Bridge. You can cast gate once by expending a your turn in the air, you fall if nothing else is holding you
5th-level elementalist spell slot, regaining the ability to aloft.
do so when you finish a long rest. Additionally, your base movement speed increases by
Warrior. You can attack three times, instead of twice, 5 feet.
when you take the Attack action on your turn.
Air Specialty
At 14th level, you build a more intimate connection
Prime Elements with Elemental Air, evolving the effects of its elemental
Elementalists create their connections with an energies on you. You gain one of the following features
elemental power in hugely varied ways. However, they of your choice. Your choice determines the feature you
all attune to one of four Prime Elements: Air, Earth, gain at 18th level.
Fire, or Water. Though each elementalist practices a Gale. You embrace the purity and freedom of
style of controlling his or her elemental abilities, the Elemental Air, gaining the following benefits:
elementalist’s power is drawn through this connection, • Your base movement speed increases by 10 feet.
often leading to a feeling of safety when near a source • You are always under the effects of the feather fall
of the element, or causing anxiety and a growing sense spell.
of dread when away from such a source. To combat • When a creature within the short range of your
these feelings, most elementalists carry an elemental elemental strike that you can see makes a ranged
focus, a vessel of some sort that contains some of their weapon attack, you can use your reaction to impose
elemental source, such as an empty locket with fresh disadvantage on the attack roll.
air sealed inside, a small sack full of pebbles, a flask full
Classes| Elementalist
6
• Once during each of your turns when a creature fails • You always have the confusion spell prepared. It
a saving throw against an elementalist spell you cast, counts as an elementalist spell for you, and doesn’t
you can choose to push the creature up to 10 feet count against the number of elementalist spells you
in any horizontal direction, in addition to the spell’s can prepare each day.
normal effects. • As an action on your turn, you can create a zone of
absolute silence in a miniscule aura around yourself
Hollow. You free yourself of physical attachments, for 1 minute. While surrounded by this aura, you
becoming the wind, and entering the void. You gain the don’t need to perform the verbal components of your
following benefits: elementalist spells, and your movements, attacks, and
• You have a flying speed equal to your current walking spells make no sound and create no vibrations, save
speed. for those you choose to allow, but otherwise function
• You no longer fall if you end your turn in the normally. This makes you functionally undetectable
air, gaining the ability to hover. If you become to creatures with blindsight and tremorsense; unless
unconscious, you remain hovering in your current such a creature can see normally, its attack rolls
space, though you can still be moved by creatures and against you are made with disadvantage, and your
spells if they can reach you. attack rolls against it are made with advantage. Once
• You no longer need to eat, drink, or breathe, though you create a zone of silence this way, you must finish a
you are still able to do so. long rest before you can do so again.
• When you take the Dash action, you can make an
elemental strike as a bonus action. Air Prowess
At 18th level, your bond with Elemental Air grows so
Sonic. You gain the ability to manipulate how the deep that you attain perfection in your manipulation of
particles in the air allow sound to travel, granting you its elemental energies. You gain an additional feature
the following benefits: based on your Air Specialty.
• You have advantage on Wisdom (Perception) checks Gale. You can cast investiture of wind EE once without
you make using your hearing. expending a spell slot, and you regain the ability to do so
• You learn the message cantrip. It counts as an when you finish a long rest. When you do, it counts as
elementalist spell for you, and you can cast it as a an elementalist spell for you.
bonus action during each of your turns. Hollow. You can cast investiture of emptiness OAP 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 OAP 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.

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
Starting at 1st level, 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 EE cantrip. Charisma is your
spellcasting ability for it and your other elementalist
spells, since Elemental Earth is controlled best by
an individual with a force of will and stubbornness
greater than that of stone. You use your Charisma
whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma 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 Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

Classes | Elementalist
7
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Earthen Armor • You can spend 1 minute concentrating (as though
Also beginning at 1st level, while you’re wearing light, concentrating on a spell) to turn all lava within the
medium, or no armor, you can use your Charisma short range of your elemental strike into traversable
modifier, instead of your Dexterity modifier, to earth. If a creature is inside the lava when you do, it
determine your Armor Class. Your Charisma modifier floats to the top of the lava before the lava hardens.
is otherwise treated as though it were your Dexterity After 10 minutes, if there is still lava adjacent to the
modifier for the purpose of determining your AC this affected area, the area returns to lava.
way.
Metal. You gain the ability to control metal in the
Part the Earth same ways you can control earth, granting you the
At 6th level, you gain a burrowing speed of 10 feet. following benefits:
When you use it, unless you use your action to close • Elementalist spells that you cast to manipulate stone
the earth behind you, you leave a tunnel through which and rock can now be used to manipulate metal in
others can follow. the same ways. For example, you can use the stone
shape spell to touch a metal object that is Medium
Earth Specialty or smaller and form it into any shape that suits your
At 14th level, you build a more intimate connection with purpose.
Elemental Earth, evolving the effects of its elemental • If a metal object no greater than 5 feet in any
energies on you. You gain one of the following features dimension is within the short range of your elemental
of your choice. Your choice determines the feature you strike, you can use your interact with an object action
gain at 18th level. to cause it to fly into one of your free hands, or to the
Lava. You gain the ability to control lava in the same ground in your space if neither of your hands is free.
ways you can control earth, granting you the following The object can’t be worn or held by a creature for you
benefits: to be able to target it this way.
• When you take the Attack action, you can replace one • If a metal object no greater than 5 feet in any
of your attacks with a lava strike, which is a ranged dimension is being held by a creature within the
spell attack with a range of 20 feet. On a hit, the short range of your elemental strike, you can use
target takes 1d10 bludgeoning damage and 2d10 fire your action to attempt to wrest the object from the
damage. Whether the attack hits or misses, a 5-foot creature’s hands. The creature must succeed on a
wide line on the ground between you and the target Strength saving throw against your spell save DC
becomes lava. Once you make a lava attack, you must or the object is torn from its hands, flying into one
finish a short or long rest before you can do so again. of your free hands, or to the ground in your space if
• When you cast an elementalist spell of 1st-level or neither of your hands is free.
higher that deals bludgeoning, piercing, or slashing • Your reach with metal melee weapons you’re holding
damage, you can spend a spell slot of two levels increases to the short range of your elemental strike.
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.

Classes| Elementalist
8
Mountain. You embrace the purity and strength of Fiery Rebuke
Elemental Earth, gaining the following benefits: Also beginning at 1st level, when a creature within 5 feet
• You have a +1 bonus to your AC. of you hits you with a melee attack, you can use your
• Your hit point maximum increases by 14, and it reaction to retaliate with a swift blast of heat. Roll your
increases by 1 again whenever you gain a subsequent elemental strike die. The attacker takes damage equal to
level in this class. the number rolled + your elementalist level. You can use
• You can’t be knocked prone unless you choose to allow your reaction this way a number of times equal to your
it. Charisma modifier (a minimum of once), and you regain
• You can use your bonus action to expend an all expended uses when you finish a long rest.
elementalist spell slot. You gain a number of
temporary hit points equal to 1d8 per level of the Fire Jets
expended spell slot. Starting at 6th level, you can expel jets of fire from your
hands and feet, allowing you to jump greater distances
Earth Prowess using fiery explosions. As a bonus action on your turn,
At 18th level, your bond with Elemental Earth grows so you can double your jump distance until the end of
deep that you attain perfection in your manipulation of the turn. If you do, you don’t take falling damage from
its elemental energies. You gain an additional feature heights lower than 100 feet this turn, using the jets
based on your Earth Specialty. to safely slow your descent. When you jump this way,
Lava. You can cast investiture of magma OAP once you create a burst of fire that is audible to a range of
without expending a spell slot, and you regain the ability 100 feet, and creates bright light to a radius of 10 feet
to do so when you finish a long rest. When you do, it around you, and dim light for an additional 10 feet, for
counts as an elementalist spell for you. the duration of your jump.
Metal. You can cast investiture of steel OAP once When you use your bonus action this way, you can
without expending a spell slot, and you regain the ability also use your action this turn to wreathe your launch
to do so when you finish a long rest. When you do, it and landing points in flames. If you do, each creature
counts as an elementalist spell for you. within 5 feet of you at the start of your jump, and within
Mountain. You can cast investiture of stone EE once 5 feet of your landing point, must make a Dexterity
without expending a spell slot, and you regain the ability saving throw against your spell save DC. On a failed
to do so when you finish a long rest. When you do, it save, a target takes 3d8 fire damage, or half as much on
counts as an elementalist spell for you. a successful save. A creature can take damage this way
only once each turn.
You can wreathe your launch and landing points
Fire in flames this way a number of times equal to your
The Prime Element Fire comes from a realm of Charisma modifier (a minimum of once). You regain all
inexhaustible flame, where heat buffets all, and the expended uses when you finish a long rest.
conflagration devours everything it touches. The When you reach 18th level, your jump distance
Plane of Elemental Fire is one of tumult, passion, and instead quadruples when you use this feature, and the
ambition. To best strengthen your connection with this fire damage increases to 5d8.
plane, you must embrace your own passions, ambitions,
and emotions, giving your all to every action and goal. Fire Specialty
At 14th level, you build a more intimate connection with
Fire Attunement Elemental Fire, evolving the effects of its elemental
Starting at 1st level, you have a connection with energies on you. You gain one of the following features
Elemental Fire, allowing you to control flames and heat, of your choice. Your choice determines the feature you
and granting you the following properties: gain at 18th level.
Combustion. You gain the ability to trigger
• You choose your spells from the Fire Elementalist combustion with your mind, granting you the following
spell list. benefits:
• You know the control flames EE cantrip. Charisma • If one of your elementalist spells deals fire damage,
is your spellcasting ability for it and your other you don’t need to perform the somatic components of
elementalist spells, since Elemental Fire is controlled the spell, as long as you can see the targets.
best by an individual who experiences powerful • As long as you can see a creature within the short
emotions and determination. You use your Charisma range of your elemental strike, your elemental strikes
whenever a spell refers to your spellcasting ability. against the target ignore all sources of disadvantage.
In addition, you use your Charisma modifier when You can make elemental strikes this way even if you
setting the saving throw DC for an elementalist spell are otherwise unable to move, though not if you are
you cast and when making an attack roll with one. incapacitated.
• If you make an elemental strike, use an elementalist
Spell Save DC = 8 + your proficiency bonus + your feature, or cast a spell that deals fire damage, you can
Charisma modifier choose to have it deal thunder damage instead. If you
do, it emits a thunderous boom audible out to 300
Spell attack modifier = your proficiency bonus + your
feet.
Charisma modifier
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.

Classes | Elementalist
9
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
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 EE 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 OAP 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.

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
• When you deal fire damage to an object or structure, and a natural, unending dance. To best strengthen your
the fire damage is doubled. connection with this plane, you must accept this rhythm
• Once during each of your turns when you deal fire into yourself, and flow with developments as they come,
damage to a creature using your Elemental Blast, only interrupting the natural course of events at the
Fiery Rebuke, Fire Jets, or with an elementalist spell most crucial of moments.
of 1st-level or higher, you can choose to have that
creature make a Constitution saving throw against Water Attunement
your spell save DC. On a failed save, the creature Starting at 1st level, you have a connection with
briefly ignites, taking 1d10 fire damage at the start of Elemental Water, allowing you to control the tides and
its next turn. torrent, and granting you the following properties:

Lightning. You learn to compress your fire into • You choose your spells from the Water Elementalist
lightning, granting you the following benefits: spell list.
• When you make an elemental strike, you can spend • You know the shape water EE cantrip. Wisdom is your
an elementalist spell slot to double its short and long spellcasting ability for it and your other elementalist
ranges for the attack. If you do, you have advantage spells, since Elemental Water is controlled best by an
on the attack roll if the target of the attack is wearing individual who can perceive and flow with the rhythm
metal armor or holding a metal object in at least one of water’s natural dance. You use your Wisdom
hand. If the attack hits, it deals an additional 1d4 whenever a spell refers to your spellcasting ability. In
lightning damage per level of the spell slot expended. addition, you use your Wisdom modifier when setting
• When you cast an elementalist spell of 1st-level or the saving throw DC for an elementalist spell you cast
higher that deals fire damage, you can spend a spell and when making an attack roll with one.
slot of one level higher than the level at which the
spell is being cast to cause it to deal lightning damage Spell Save DC = 8 + your proficiency bonus + your
instead. For example, to cast a 2nd-level scorching ray Wisdom modifier
in this way, you spend a 3rd-level spell slot. If you do,
Spell attack modifier = your proficiency bonus + your
the spell’s range is doubled this turn.
Wisdom modifier
• 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
Torrential Defense
Also beginning at 1st level, when you are hit with a
succeed on the saving throw, you instead take no
weapon attack, you can use your reaction to block the
lightning damage, and you can redirect the lightning
attack with a swift swipe of water. Roll your elemental
at a creature you can see within the short range of
strike die. You reduce the damage of the attack by
your elemental strike. The creature must succeed on
an amount equal to the number rolled + twice your
a Dexterity saving throw against your spell save DC
elementalist level. You can use your reaction this way
or take lightning damage equal to the damage you
a number of times equal to your Wisdom modifier (a
prevented this way. Once you use your reaction this
minimum of once), and you regain all expended uses
way, you must finish a short or long rest before you
when you finish a long rest.
can do so again.

Fire Prowess Tidal Dance


At 6th level, you gain a swimming speed of 40 feet, and
At 18th level, your bond with Elemental Fire grows so
being underwater no longer imposes disadvantage on
deep that you attain perfection in your manipulation of
your elemental strikes.
its elemental energies. You gain an additional feature
Additionally, you have advantage on saving throws you
based on your Fire Specialty.
make to resist being restrained.
Combustion. You can cast investiture of ignition OAP
once without expending a spell slot, and you regain the

Classes| Elementalist
10
Water Specialty • You can cast a single spell granted by this feature once
At 14th level, you build a more intimate connection with without expending a spell slot, and you regain the
Elemental Water, evolving the effects of its elemental ability to do so when you finish a long rest.
energies on you. You gain one of the following features
of your choice. Your choice determines the feature you Water Prowess
gain at 18th level. At 18th level, your bond with Elemental Water grows so
Blood. You learn to control the minute amount of deep that you attain perfection in your manipulation of
water contained in the blood throughout creatures’ its elemental energies. You gain an additional feature
bodies, granting you the following benefits: based on your Water Specialty.
• You always have the hold person spell prepared. Blood. You can cast investiture of plasma OAP once
Beginning at 17th level, you also always have the hold without expending a spell slot, and you regain the ability
monster spell prepared. Neither of these spells count to do so when you finish a long rest. When you do, it
against the number of elementalist spells you can counts as an elementalist spell for you.
prepare each day. Frost. You can cast investiture of ice EE once without
• While you have at least one creature paralyzed by an expending a spell slot, and you regain the ability to do so
elementalist spell, you can use your action to expend when you finish a long rest. When you do, it counts as
an elementalist spell slot. Each creature you have an elementalist spell for you.
paralyzed this way takes 1d10 necrotic damage per Healing. You can cast investiture of vigor OAP once
level of the expended spell slot. without expending a spell slot, and you regain the ability
• While you have a target paralyzed with an elementalist to do so when you finish a long rest. When you do, it
spell, it is under your power, allowing you to impose counts as an elementalist spell for you.
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 Elementalist Multiclassing
direction and have it perform a simple action, such
Elementalist follow all the normal rules for
as making a single melee or ranged weapon attack,
multiclassing. The following tables function as additions
opening a lock with keys, or dropping whatever it’s
to those listed on page 163 and 164 of the Player’s
holding, among others at the DM’s discretion. The
Handbook.
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; Multiclassing Prerequisites
you can’t force the target to speak anything it doesn’t Prime
wish to say, make it cast a spell, or make it use its Element Ability Score Minimum
features or traits. Air Dexterity 13 and Wisdom 13
Earth Strength 13 and Charisma 13
Frost. You learn to quickly harden water and ice Fire Strength or Dexterity 13 and Charisma 13
particles around your enemies, granting you the Strength or Dexterity 13 and Wisdom 13
Water
following benefits:
• When a creature fails its Strength saving throw to
resist the effects of your Elemental Blast, you can Multiclassing Proficiencies
choose to restrain the creature for 1 minute instead of Class Proficiencies Gained
pushing it and knocking it prone. Elementalist Light armor, medium armor, simple
• When you cast an elementalist spell of 1st-level or weapons
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.
Classes | Elementalist
11
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Elementalist Spell Lists Fire Elementalist Spell List
*Spells with the “OAP” superscript are original spells
1st Level
created by Outlandish Adventure Productions, and
Absorb Elements EE 3rd Level
you can find their full descriptions at the end of the
Burning Hands Blinding Smite
document. Spells with the “EE” superscript are from the
Chromatic Orb Daylight
Elemental Evil Player’s Companion.*
Expeditious Retreat Fireball
Air Elementalist Spell List Faerie Fire Flame Arrows EE
Hellish Rebuke Hypnotic Pattern
1st Level 3rd Level Jump Melf’s Minute Meteors EE
Absorb Elements EE Fly Longstrider Protection from Energy
Catapult EE Gaseous Form Searing Smite
Chromatic Orb Haste Shield 4th Level
Expeditions Retreat Protection from Energy Conjure Minor
Feather Fall Sending Elementals
2nd Level
Fog Cloud Water Breathing Elemental Bane EE
Aganazzar’s Scorcher EE
Jump Wind Wall Fire Shield
Branding Smite
Longstrider Freedom of Movement
Continual Flame
Thunderous Smite 4th Level Wall of Fire
Darkvision
Thunderwave Conjure Minor Enhance Ability
Elementals Flame Blade 5th Level
2nd Level Elemental Bane EE Flaming Sphere Conjure Elemental
Dust Devil EE Freedom of Movement Heat Metal Flame Strike
Enhance Ability Otiluke’s Resilient Pyrotechnics EE Immolation EE
Gust of Wind Sphere Scorching Ray Flaming Vortex OAP
Hold Person Storm Sphere EE
Levitate
Pass Without Trace 5th Level
Shatter Cloudkill Water Elementalist Spell List
Silence Conjure Elemental
Skywrite EE
1st Level 3rd Level
Control Winds EE
Absorb Elements EE Protection from Energy
Warding Wind EE Hold Monster
Armor of Agathys Sleet Storm
Telekinesis
Chromatic Orb Slow
Create or Destroy Water Tidal Wave EE
Earth Elementalist Spell List Expeditious Retreat Wall of Water EE
Fog Cloud Water Breathing
1st Level 3rd Level Grease Water Walk
Absorb Elements EE Conjure Barrage Ice Knife EE
Catapult EE Erupting Earth EE Jump 4th Level
Chromatic Orb Meld into Stone Longstrider Conjure Minor
Detect Evil and Good Melf’s Minute Meteors EE Elementals
Earth Tremor EE Protection from Energy 2nd Level Control Water
Ensnaring Strike Tongues Aid Elemental Bane EE
Entangle Wall of Sand EE Blur Freedom of Movement
Expeditious Retreat Calm Emotions Ice Storm
Jump 4th Level Enhance Ability Watery Sphere EE
Longstrider Conjure Minor Enlarge/Reduce
Elementals Gentle Repose 5th Level
2nd Level Freedom of Movement Hold Person Antilife Shell
Darkvision Locate Creature Levitate Cone of Cold
Detect Thoughts Stone Shape Ray of Enfeeblement Conjure Elemental
Earthbind EE Stoneskin Snilloc’s Snowball Hold Monster
Enhance Ability Swarm EE Maelstrom EE
Find Traps 5th Level
Hold Person Conjure Elemental
Knock Conjure Volley
Maximilian’s Earthen Hold Monster
Grasp EE Transmute Rock EE
Pass Without Trace Wall of Stone
Spike Growth

Classes| Elementalist
12
New Spells damage equal to twice the number of feet you are
moved.
Flaming Vortex
5th-level evocation
Investiture of Ignition
6th-level transmutation
Casting Time: 1 action
Range: Self
Casting Time: 1 action
Components: V, S
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Class: Druid, Elementalist (Fire)
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Warlock, Wizard
You create a swirling vortex of flame around yourself,
which is powerful enough to take you aloft. For the
Until the spell ends, the air immediately above your skin
duration, your base movement speed increases by
becomes unstable, ready to combust at the smallest
30 feet. You are able to move vertically, in addition to
disturbance, and you gain the following benefits:
horizontally, on your turn, but not to a height greater
than 60 feet above the ground.
• You are immune to fire damage and have resistance to
While you are aloft, the vortex travels with you,
thunder damage.
creating a 5-foot radius cylinder with height equal to
• When a creature within 5 feet causes you to take
your current distance from the ground. As you move,
damage, it takes 1d8 fire damage and 1d8 thunder
creatures other than you that come within 5 feet of
damage.
the cylinder must make a Dexterity saving throw. On
• You can use your action to cause the air to detonate in
a failed save, a creature takes 3d8 fire damage, or half
a 15-foot radius sphere centered on a point you can
as much on a successful save. A creature other than
see within 30 feet of you. Each creature in that area
you that starts its turn within 5 feet of the cylinder, or
must make a Dexterity saving throw. A creature takes
passes within 5 feet of it for the first time during a turn,
2d8 fire damage and 2d8 thunder damage on a failed
must also make this saving throw, taking damage as
save, or half as much damage on a successful one.
described above.
If a creature has taken damage from this spell since
the beginning of your last turn, it can’t take damage from Investiture of Magma
the spell again until the beginning of your next turn. 6th-level transmutation
At Higher Levels. When you cast the spell using a
spell slot of 6th level or higher, the damage increases by Casting Time: 1 action
1d8 for each slot level above 5th. Range: Self
Components: V, S
Investiture of Emptiness Duration: Concentration, up to 10 minutes
6th-level transmutation Class: Druid, Sorcerer, Warlock, Wizard

Casting Time: 1 action Until the spell ends, bits of molten rock spread across
Range: Self your body, and you gain the following benefits:
Components: V, S
Duration: Concentration, up to 10 minutes • You are immune to fire damage.
Classes: Druid, Sorcerer, Warlock, Wizard • You can move through difficult terrain created by lava
without expending extra movement.
Until the spell ends, you become translucent, taking • Any creature that moves within 5 feet of you for the
on an ethereal appearance, and you gain the following first time on a turn or ends its turn there takes 1d10
benefits: fire damage.
• You can use your action to make a ranged spell attack
• If you are grappled or restrained, you can use your with a range of 20 feet. On a hit, the target takes
bonus action to escape the effect. 1d10 bludgeoning damage and 1d10 fire damage.
• Whenever you would take damage other than force or Whether the attack hits or misses, a 5-foot wide line
psychic damage from a source you can see, you can on the ground between you and the target becomes
use your reaction to become intangible for a single lava. Lava created this way counts as difficult terrain,
moment. When you do, you take no damage from the and a creature that moves within 5 feet of it for the
triggering effect. If the attack hit, or you failed your first time during its turn, or ends its turn there, must
saving throw against the spell or ability, you still suffer make a Constitution saving throw against your spell
its other effects. save DC. On a failed save, the creature takes 1d10
• You can use your action to become intangible until fire damage, or half as much on a successful save. If a
the end of your turn. While you are intangible, you creature wades through the lava, it takes fire damage
are immune to all damage except force damage and equal to 1d10 + your spellcasting ability modifier for
psychic damage. Creatures can still perceive you, every 5 feet it moves inside the lava. The lava cools
but can’t interact with you, unless a special ability or and returns to rock 1 hour after it is created this way.
magic has given them the ability to do so. You ignore Additionally, if lava is on an incline, it may begin to
all objects and physical effects while you’re intangible, spread down the incline at the DM’s discretion.
allowing you to move through normally solid objects.
At the end of your turn, you become tangible again
in the spot you currently occupy. If you occupy the
same space as a solid object or creature when this
happens, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
Classes | Elementalist
13
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Investiture of Plasma Investiture of Steel
6th-level transmutation 6th-level transmutation

Casting Time: 1 action Casting Time: 1 action


Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Class: Sorcerer, Warlock, Wizard Class: Sorcerer, Wizard

Until the spell ends, your blood vessels become Until the spell ends, your body takes on a metallic sheen,
strikingly visible beneath your skin, and you gain the and you gain the following benefits:
following benefits:
• You have resistance to bludgeoning, piercing, and
• When you cast this spell, or as an action on a slashing damage from nonmagical weapons.
subsequent turn while this spell is active, you cure • If a creature or trap attempts to attack you with a
yourself of all diseases and neutralize all poisons metal weapon, or using ammunition at least partially
affecting you. made of metal, it suffers disadvantage on the attack
• If a creature within 20 feet that you can see makes roll.
an attack roll against you, it must succeed on a • If there is a Huge or smaller object that is mostly
Constitution saving throw or take 1d10 necrotic metal and that you can see is within 60 feet of you,
damage and lose the attack. you can use your action to move it up to 30 feet in any
• If a creature is within 60 feet of you, you can use direction. You can do so even if there are creatures
your action to attempt to take control of the target’s wearing, occupying, or riding the object, but not if the
blood. The target must succeed on a Constitution total weight being moved surpasses 2,500 pounds. At
saving throw or take 3d10 necrotic damage. If it the end of your turn, the object, and each creature
fails its saving throw, you can move it up to 15 feet inside it, falls. When it falls, creatures underneath
in any direction and have it make a weapon attack the object must succeed on a Dexterity saving throw
against a target you can see within range. If you end or take bludgeoning damage according to the Metal
your turn while the affected creature is in the air, it Object Size table. The object and creatures inside
begins falling. A creature that is Huge or larger has it take the same damage without making the saving
advantage on the saving throw. throw, in addition to the falling damage it would
The benefits of this spell have no effect on creatures normally suffer. Creatures atop the object take only
that don’t have blood in their veins. falling damage, as normal. Each affected creature is
then shunted to the nearest unoccupied space.
Investiture of Sound
6th-level transmutation Metal Object Size
Size Damage
Casting Time: 1 action Tiny 1
Range: Self Small 1d6
Components: V, S Medium 1d12
Duration: Concentration, up to 10 minutes Large 2d12
Class: Bard, Cleric Huge 3d12

Until the spell ends, you create an eerie stillness around


you, and you gain the following benefits:
Investiture of Vigor
• You are immune to thunder damage and have 6th-level transmutation
resistance to bludgeoning damage from nonmagical
weapons. Casting Time: 1 action
• You are immune to spells and abilities that require you Range: Self
to hear the user, unless you choose to be affected by Components: V, S
them. Duration: Concentration, up to 10 minutes
• You can use your action to a create a zone of silence Classes: Cleric, Druid
in a 20-foot radius sphere centered on a point you
can see within 60 feet of you. Any creature or object You become coated in a thin layer of water that glows
entirely inside the sphere is immune to thunder with positive energy, shedding bright light in a 5-foot
damage from sources other than you, and creatures radius, and dim light for an additional 5 feet for the
are deafened while completely inside it. Casting a spell’s duration. The water doesn’t prevent you from
spell that requires verbal components is impossible breathing air normally. Until the spell ends, you gain the
there. The zone lasts until the spell ends, or until you following benefits:
use your action this way again. As a bonus action
during each of your turns for the duration, you can • You are immune to necrotic damage and have
move the sphere up to 20 feet in any direction. The resistance to radiant damage.
zone dissipates when the spell ends. • You can use your action to touch a willing creature,
causing it to regain hit points equal to 4d8 + your
spellcasting ability modifier. Alternatively, you can
forgo the healing to cure the target of one disease or
neutralize one poison affecting it. This benefit has no
effect on undead or constructs.

Classes| Elementalist
14
• You can move across a liquid surface – such as Elementalist Class by
water, acid, mud, snow, quicksand, or lava – as if it Ross Leiser
were harmless solid ground. You are not affected by Outlandish Adventure Productions
the effects of such a liquid unless you choose to be
affected by them, even if you are entirely submerged Art Credits in Order of Appearance
in them. This benefit does not magically grant you Cover art : “Elementalist 4” by Caio Santos
the ability to breath in such liquids if you are entirely “GM Influence” by Jeff Brown
submerged in them. “Elf Air Elementalist” by Caio Santos
“Environments 16 - Ziggurat View” by David Revoy
Investiture of Voltage “Ice Shards” by Ners
6th-level transmutation “Pandaren Earth Elementalist” by Caio Santos
“Magic Splash” by Tan Ho Sim
Casting Time: 1 action “Fire Motes” by Ners
Range: Self “Best Relic T” by Jeff Brown
Components: V, S “Drow Fire Elementalist” by Caio Santos
Duration: Concentration, up to 10 minutes “Firbog Water Elementalist” by Caio Santos
Class: Druid, Sorcerer, Warlock, Wizard “Cover 36” by Arcana Games
“Magic Splash” by Tan Ho Sim
Until the spell ends, your body crackles with electricity, “Environments 16 - Ziggurat View” by David Revoy
and you gain the following benefits:
DUNGEONS & DRAGONS, D&D, Wizards of the
• Your walking speed increases by 10 feet. Coast, Forgotten Realms, the dragon ampersand, and
• You are immune to lightning damage, as well as to the all other Wizards of the Coast product names, and their
paralyzed and stunned conditions. respective logos are trademarks of Wizards of the Coast
• When a creature hits you with a melee attack, it takes in the USA and other countries.
1d8 lightning damage and can’t take reactions until
the start of its next turn. This work contains material that is copyright Wizards
• You can use your action to create a line of lightning of the Coast and/or other authors. Such material is
50 feet long and 5 feet wide extending from you in a used with permission under the Community Content
direction you choose. Each creature in the line must Agreement for Dungeon Masters Guild.
make a Dexterity saving throw. A creature takes 4d6
lightning damage on a failed save, or half as much All other original material in this work is copyright 2017
damage on a successful one. by Ross Leiser and published under the Community
Content Agreement for Dungeon Masters Guild.

Acknowledgments DUNGEONS & DRAGONS, D&D, Wizards of the


A humongous thank you to /u/aubades, who provided Coast, Forgotten Realms, the dragon ampersand,
detailed and insightful feedback to the class that made it Player’s Handbook, Monster Manual, Dungeon Master’s
easier to read and use. Guide, D&D Adventurers League, all other Wizards of
the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA
and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of
the United States of America. Any reproduction or
unauthorized use of the material or artwork contained
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Classes | Elementalist
15
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners

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