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The Elementalist

The document summarizes the Elementalist class, a new spellcasting class that draws power from elemental forces. Elementalists have limitless low-level spell slots and can wield combative elemental powers. Their origins are obscure, as some became elementalists after experiencing immense personal loss or sacrificing themselves in the elemental planes. The class overview provides details on its spellcasting abilities, proficiencies, features at different levels, and roleplaying suggestions for creating an Elementalist character.

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Callum Kelso
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
269 views

The Elementalist

The document summarizes the Elementalist class, a new spellcasting class that draws power from elemental forces. Elementalists have limitless low-level spell slots and can wield combative elemental powers. Their origins are obscure, as some became elementalists after experiencing immense personal loss or sacrificing themselves in the elemental planes. The class overview provides details on its spellcasting abilities, proficiencies, features at different levels, and roleplaying suggestions for creating an Elementalist character.

Uploaded by

Callum Kelso
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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The

Elementalist A class by Henry Smith.


Decipher the secrets of a new breed of magic user
A spell-slinging caster with limitless
low-level spell slots
The Elementalist
Running her henna-tattooed hands across a glittering Their deaths would not go unavenged. The wild, furious,
scimitar, a tiefling sets her blade alight, leveling a instant pain of their sacrifice drove them straight to the
threatening gaze at the young hotheaded soldier who heart of the elemental chaos - a fluctuating four-way
thought fit to challenge her. intersection between the elemental planes. It consumed
Swaddled in a thick winter coat, a plump dwarf exhales a the nomads in an instant, tore them to shreds, and slowly
mist of cooled air and sends two rays of ice towards a reassembled them anew: as a single avatar of their former
creeping wight, slowing the undead menace to a crawl as selves. The gentle wizard elder was eventually spat back
the dwarf raises their icy shield and advances from the magma, her tribe and personality obliterated, as
apprehensively. isolated, silent, and furious as a blizzard. Like a blizzard she
Kicking up dust with his heels, a wild-eyed elf rushes full descended upon the aggressors.
pelt towards a closing city gate, calling forth a disruptive That tale is lost to the ages: there is almost no
gust of wind to block an oncoming volley of arrows from understanding of the machinations that govern how one
the guards manning the battlements. becomes an elementalist. All that is known is that the most
Whether they wield those combative powers for zealous, desperate people sometimes find themselves alive
themselves or their cause, elementalists embody the in the most unthinkable places, unaware of exactly how
chaotic, pugnacious, and limitless energy of the elemental they got there, and with a glow of tempestuous havoc
chaos. Even the act of becoming an elementalist is a emanating from within them.
gamble, and it's one that wagers immense personal loss.
Creating an Elementalist
Forgotten Tales Elementalists' personalities are connected by a yearning
Elementalists were first born when a long-forgotten tribe of drive for raw strength, and their obfuscated origins pose
scholarly nomads came upon land threatened by a unique questions. What desperate needs might have kept
warmongering nation, and found themselves cornered. A your elementalist character alive in the elemental chaos?
wizard elder, hoping that a fate of death might be better Did they fulfil that need, or is closure yet to come? Did they
than a fate at the hands of this damned empire, called upon go looking for power, or stumble on it by accident? Do they
her study of the elements to grant the tribe a swift end in remember much of their life before they gained their
the very heart of an underground caldera. power? Who, if anyone, stuck by them throughout?

The Elementalist
Proficiency
Cantrips
Spells
Elemental

Level Bonus Known Known Spell Slots Spell Level Force Die Features
1st +2 4 3 2 1st d4 Element Casting, Elemental Force
2nd +2 4 3 2 1st d4 Spellcasting Style
3rd +2 4 4 3 1st d4 Attuned Element
4th +2 5 4 3 1st d4 Ability Score Improvement
5th +3 5 5 Unlimited 1st d6 Unstable Spellcasting
6th +3 5 5 Unlimited 1st d6 Spellcasting Style Improvement
7th +3 5 6 Unlimited 1st d6 Attuned Element Feature
8th +3 6 6 Unlimited 1st d6 Ability Score Improvement
9th +4 6 7 Unlimited 1st d8 Primordial Drain
10th +4 6 7 Unlimited 1st d8 Attuned Element Feature
11th +4 6 8 Unlimited 2nd d8 ––
12th +4 6 8 Unlimited 2nd d8 Ability Score Improvement
13th +5 6 9 Unlimited 2nd d8 Discorporating Dodge
14th +5 6 9 Unlimited 2nd d8 Primordial Drain (two uses)
15th +5 6 10 Unlimited 2nd d8 Energy Exchange
16th +5 6 10 Unlimited 2nd d8 Ability Score Improvement
17th +6 6 11 Unlimited 3rd d8 ––
18th +6 6 11 Unlimited 3rd d8 Attuned Element Feature
19th +6 6 12 Unlimited 3rd d8 Ability Score Improvement
20th +6 6 12 Unlimited 3rd d12 Primordial Drain (three uses)
2
Quick Build Spell Slots
You can make an elementalist quickly by following these The Elementalist Class
table shows how many spell slots
suggestions. First, make Wisdom your highest ability score. you have to cast your elementalist spells of 1st level and
Your next highest score should be Dexterity, or higher. To cast one of these spells, you must expend a slot
Constitution. If you receive heavy armor proficiency, you of the spell's level or higher. You regain all expended spell
may wish to make Strength your second highest score. slots when you finish a long rest.
Second, choose the outlander background.
Spells Known of 1st-Level and Higher
Class Features You know three 1st level elementalist spells of your choice
from the Elementalist Spell List.
As an elementalist, you gain the following class features. The Spells Known column of the Elementalist Class
Hit Points table shows when you learn more elementalist spells of 1st
Hit Dice: 1d8 per elementalist level level or higher. Each of these spells must be of a level for
Hit Points at 1st Level: 8 + your Constitution modifier which you have spell slots. For instance, when you reach
Hit Points at Higher Levels: 1d8 (or 5) + your 11th level in this class, you can learn one new spell of 1st
Constitution modifier per elementalist level above the 1st or 2nd level.
Whenever you gain a level in this class, you can replace
Proficiencies any number of spells you know with other spells of your
Armor: Light armor, medium armor, shields choice from the Elementalist Spell List. The new spells
Weapons: Simple weapons, shortswords must be of a level for which you have spell slots.
Tools: none
Saving Throws: Wisdom, Charisma Spellcasting Ability
Skills: Choose two from Acrobatics, Athletics, Arcana, Wisdom is your spellcasting ability for any spells you learn
Intimidation, Nature, Perception, and Survival. using this feature, since you learn and cast spells using the
force of your soul's connection to elemental confluence.
Equipment You use your Wisdom whenever a spell refers to your
You start off with the following equipment in addition to the spellcasting ability. In addition, you use your Wisdom
equipment granted by your background: modifier when setting the saving throw DC for a spell you
(a) a simple ranged weapon with 20 pieces of cast using this feature, and when making an attack roll
ammunition or (b) a shield and a simple melee weapon with one.
(a) leather armor or (b) hide armor Spell save DC = 8 + your proficiency bonus +
A component pouch and an explorer's pack your Wisdom modifier
If you forego this starting equipment, as well as the items Spell attack modifier = your proficiency bonus +
offered by your background, you start with 3d4 × 10 gp to your Wisdom modifier
buy your equipment.
Spellcasting Focus
Multiclassing You can use any kind of tattoo as a spellcasting focus for
If your group uses the optional rule on multiclassing in
the your elementalist spells. Elementalists often wreath
Player’s Handbook (p. 163), here’s what you need to know if themselves in body art, with each new design representing
you choose elementalist as one of your classes. a different spell.
Ability Score Minimum. As a multiclass character, you
must have at least a Wisdom score of 13 to take a level in
this class.
Element Casting. If you have both the Spellcasting class
feature and the Element Casting class feature, you can use
the 2 or 3 1st level spell slots you gain from the Element
Casting feature to cast spells you know or have prepared
from classes with the Spellcasting class feature, and you
can use the spell slots you gain from the Spellcasting class
feature to cast elementalist spells you know.
However, unlimited slots are too unstable for most
magic. You can only use unlimited spell slots to cast spells,
and only to cast elementalist spells.
Element Casting
At 1st level, you tap into a wellspring of magic from a
chaotic, roiling flood of elemental power.
Cantrips
You learn four cantrips from the elementalist spell list. You
learn additional elementalist cantrips of your choice at
higher levels, as shown in the Cantrips Known column of
the Elementalist table. Whenever you gain a level in this
class, you can replace one of the cantrips you know with
another cantrip from the Elementalist Spell List.
3
Elemental Force Elemental Rite Examples
When you reach 1st level, you can empower your magic to Associated
ensure its effects are as potent as possible. Element Rite Example
You have a pool of d4s that you spend to empower your Air
Creating a lightning rod, charging yourself
spells. The number of dice in your pool is equal to your with static electricity, making smoke signals.
Wisdom modifier (minimum of 1). Burning incense and rare herbs, cooking
This die improves as you gain levels in this class, as Fire
food, lighting and feeding a bonfire
shown in the Elemental Force Die column of the
Elementalist table. Stone
Etching a pattern into a pebble, making
jewellery, sculpting dirt or sand
When you make a spell attack roll, you can spend a die
from the pool to roll it and add it to the result. Alternately, Submerging yourself in natural water until
when you force a creature to make a saving throw, you can Water you're almost out of breath, making a
spend a die to roll it and subtract it from the result. You can pattern out of snow, dancing in rainfall.
use this feature after the die is rolled but before the DM Helping animals, planting or watering plants,
declares whether it succeeds or fails. Wood
decorating your hair with flowers.
You regain any expended dice when you finish a long
rest, provided you spend at least 10 minutes of the rest Ether
Stargazing, studying a magic item, poring
completing elemental rites. Some examples of elemental over physics equations.
rites are given in the Elemental Rite Examples table. Void Sitting perfectly still in silence.

4 Class Features
Spellcasting Style Attuned Element
At 2nd level, you unlock unique potential in your spells, At 3rd level, you attune to a particular element as your
choosing one of the following spellcasting styles. The style permanent bond. Choose from Flame, Thunderclouds,
grants another benefit once you reach 6th level in this Frost, Wildwoods, or Mountain, each of which is detailed at
class. You can change your choice of style whenever you the end of the class's description. Your choice grants you
gain the Ability Score Improvement feature. features at 6th level and again at 10th and 15th level.
Accuracy Ability Score Improvement
Whenever you cast an elementalist cantrip that deals When you reach 4th level, and again at 8th, 12th, 16th, and
damage, you can increase one of the damage rolls by 1d8 19th level, you can increase one ability score of your choice
(this extra die is doubled by a critical hit as usual). by 2, or you can increase two ability scores of your choice
Additionally, your spell attacks with elementalist cantrips by 1. As normal, you can't increase an ability score above 20
score a critical hit on a roll of 19 or 20. using this feature.
Accuracy Improvement. Once you reach 6th level, these
benefits extend to all of your spells of 1st level or higher. Unstable Spellcasting
Pairs Well With: fire bolt, shocking grasp, chromatic Once you reach 5th level, you gain an unlimited number of
orb, Flame element, Wildwoods element. 1st level spell slots with which to cast your elementalist
Defense spells. The level of these spell slots increases as you gain
When you use your action to cast an elementalist cantrip, levels in this class, as shown in the Spell Level column of
you may cast another elementalist cantrip as a bonus the Elementalist table.
action. If the cantrip you cast as a bonus action causes These unlimited slots are too unstable for most magic.
damage, the damage is reduced to 0. You can only use unlimited spell slots to cast spells,
Defensiveness Improvement. Once you reach 6th level, and only to cast spells on the elementalist spell list.
whenever you use your action to cast a spell of 1st level or Primordial Drain
higher, you may cast an elementalist cantrip as a bonus
action. If the cantrip you cast as a bonus action causes Beginning at 9th level, you can protect your allies from all
damage, the damage is reduced to 0. surges of elemental power. As a reaction when you see one
Pairs Well With: ray of frost, resistance, spare the dying. or more creatures within 60 feet of you take acid, cold, fire,
Frost element, Stone element. lightning, poison or thunder damage from an effect, you
can choose any number of those creatures. Those targets
Potency gain resistance to the triggering damage type until the start
When a creature succeeds or fails a saving throw against of your next turn (halving the incoming damage), and you
one of your elementalist cantrips that deals damage, it regain one of your expended elemental force dice.
takes damage equal to your Wisdom modifier. The damage Once you use this feature, you can't use it again until you
is the same type as the cantrip's damage. Additionally, finish a short or long rest. You can use this feature twice
damage from your cantrips ignores resistance. between short or long rests starting at 14th level and three
Effectiveness Improvement. Once you reach 6th level, times between short or long rests starting at 20th level.
this benefit extends to all your spells of 1st level or higher.
Pairs Well With: acid splash, thunderclap, burning Discorporating Dodge
hands, Flame element, Thundercloud element. Once you reach 13th level, you can dissolve into pure
elemental energy to avoid negative effects. Whenever you
Focus fail a saving throw, you can spend an elemental force die
When you cast an elementalist cantrip that requires and add it to the result, potentially turning it into a success.
concentration, you can choose to ignore that concentration Regardless of whether you succeed or fail, until the end
component. You can't ignore another concentration of your next turn, you ignore difficult terrain and can move
component until the spell ends. The spell lasts for its full through a space as narrow as 1 inch without squeezing.
duration, or until you choose to end it (no action required).
Focus Improvement. Once you reach 6th level, this Energy Exchange
benefit can be used on spells of 1st level or higher. Beginning at 15th level, whenever you deal damage with a
Pairs Well With: create bonfire, true strike, entangle, spell, you can change its damage type to acid, cold, fire,
Flame element, Wildwoods element, Mountains element. lightning, poison or thunder.
Additionally, you now regain any expended elemental
Mischief force dice when you finish a short or long rest, provided
When a hostile creature's movement provokes an you spend at least 10 minutes of the rest completing
opportunity attack from you, you can use your reaction to elemental rites.
cast an elementalist cantrip at the creature, rather than
making an opportunity attack. The cantrip must only target
the creature. If the target is damaged by the cantrip, its
movement is halved until the start of its next turn.
Additionally, when you damage a creature within 5 feet of
you with an elementalist cantrip on your turn, you can take
the Dash, Disengage, or Help action as a bonus action.
Mischief Improvement. Once you reach 6th level, this
benefit extends to all your spells of 1st level or higher.
Pairs Well With: frostbite, shocking grasp, magic Class Features
missile, Frost element, Stone element. 5
Flame Element Ignition
Fire brings destruction, and the powers of the flame 3rd-level Flame element feature

element are hellbent on offense. Those who survive to Whenever you deal fire damage with an attack, the next
Flame element's blessing are warriors, thirsty for a life of attack roll you make against the target before the end of
combat, characterised by the blazing swings of their your next turn has advantage.
violent, burning emotions. Additionally, you can ignite your weapons. Whenever you
hit with a weapon attack, you can change all of the attack's
Flaming Magic damage to fire damage to use this feature.
3rd-level Flame element feature

Starting at 3rd level, you learn additional spells when you Searing Strikes
reach certain levels in this class, as shown in the Flame 7th-level Flame element feature

Element Spells table. The spells count as elementalist Once per turn when you use an action or reaction to make
spells for you, but they don't count against the number of an attack, you can expend a use of this feature to make one
elementalist spells you know. additional weapon attack as part of the same action.
You have a number of uses of this feature equal to your
Flame Element Spells proficiency bonus, and you regain any expended uses when
Elementalist Level Spells you finish a long rest.
3rd searing smite, wrathful smite Pyrophoric Mantle
11th branding smite, flaming sphere 10th-level Flame element feature

You can use your bonus action to shroud yourself in a


17th blinding smite, fireball blazing inferno. For the next minute, you gain the following
benefits:
Ashes to Ashes You gain resistance to fire damage, and fire damage you
3rd-level Flame element feature

deal to hostile creatures treats immunity as resistance.


Your touch sears like kindling embers. As an action, you The first time you deal or take fire damage each turn,
can touch a flammable, nonmagical object that isn't being you may deal 3d4 fire damage to all other creatures
worn or carried to set it alight. The object must be Large or within 5 feet of you.
smaller. Once you use this feature, you must finish a long rest
The object burns until it is extinguished, and a creature before you use it again.
can use its action to extinguish a 5-foot cube of the object.
If any part of the object burns for 1 hour, that part is Arcanum: The Inferno
destroyed. You have a number of uses of this feature equal 18th-level Flame element feature

to your proficiency bonus, and you regain any expended You can cast disintegrate and sunbeam once each without
uses when you finish a long rest. expending a spell slot. You regain any expended uses of this
Once you reach 10th level, you can use this action on feature when you finish a long rest.
objects and buildings of any size.

6
Frost Element If a creature hits you with a melee weapon attack while
Elementalists imbued with frost return in a defensive shell you're wearing an ice shield, the shield is destroyed,
of glacial ice. Characterised by their emotional distance, splinters into ice, and deals 1d12 cold damage to the
callousness, and begrudging generosity, they swallow their attacker.
agressors in cold before shattering their will like brittle ice. Snowdrift Cloak
Frozen Magic 7th-level Frost element feature

3rd-level Frost element feature

You can use your action to surround yourself with a flurry


You learn additional spells when you reach certain levels in of snow that lightly obscures the area within 10 feet of you
this class, as shown in the Frost Element Spells table. The for the next minute. Hostile creatures within the area are
spells count as elementalist spells for you, but they don't blinded, and must expend 2 feet of movement for every 1
count against the number of elementalist spells you know. foot they move.
Once you use this feature, you must finish a short or long
Frost Element Spells rest before you use it again.
Elementalist Level Spells
Snowball Fight
3rd ice knife (XGtE/EEPC), mage armor 10th-level Frost element feature

Snilloc's snowball swarm

You can coat the ground in soft tundra. As an action, you


11th
(XGtE/EEPC), mirror image choose a point within 60 feet of you. The ground in a 30-
foot radius around that point becomes buried in thick snow
17th Leomund's tiny hut, sleet storm for 10 minutes.
The snow is difficult terrain. Whenever a friendly
Tundra Walker creature within the area takes the Attack action, it can
3rd-level Frost element feature

make one additional attack with a snowball as part of the


You are immune to the effects of extreme cold, and you same action. A snowball is a simple ranged weapon with
ignore difficult terrain caused by ice, snow, or slippery the thrown (20/60) and finesse properties, and deals 1d12
surfaces. cold damage on a hit. A creature can't add its ability
modifier to the damage of this attack.
Ice Shield Once you use this feature, you must finish a long rest
3rd-level Frost element feature

before you do so again.


You can use your bonus action to conjure a shield of solid
ice in a free hand. The ice shield grants a bonus to AC Arcanum: The Cold
equal to your Wisdom modifier while you wear it, in place 18th-level Frost element feature

of a shield's normal bonus. You don it as part of the bonus You can cast Otiluke's freezing sphere and wall of ice once
action, and can choose its appearance when you create it. It each without expending a spell slot. You regain any
melts if you use this feature again. expended uses of this feature when you finish a long rest.
Subclasses 7
Thundercloud Element Arcanum: The Tempest
Quick as a flash, dancing round foes in a tempest of magic, 18th-level Thundercloud element feature

the elementalists whose hearts are quickened by winds are You can cast chain lightning and wind walk once each
often unrestrained, agile and impetuous. without expending a spell slot. You regain any expended
uses of this feature when you finish a long rest.
Thunderous Magic
3rd-level Thundercloud element feature
Mountains Element
You learn additional spells when you reach certain levels in Those taken by the dizzying heights of the mountains can
this class, as shown in the Thundercloud Element Spells become as brutal, reliable, and unyielding as solid rock.
table. The spells count as elementalist spells for you, but They are a pinnacle of physical strength and endurance,
they don't count against the number of elementalist spells staunch, devoted protectors of their friends.
you know.
Mountainous Magic
Thundercloud Element Spells 3rd-level Mountains element feature

Elementalist Level Spells You learn additional spells when you reach certain levels in
this class, as shown in the table below. The spells count as
3rd feather fall, thunderwave elementalist spells for you, but they don't count against the
11th levitate, warding wind (EEPC/XGtE) number of elementalist spells you know.
17th call lightning, wind wall Mountains Element Spells
Elementalist Level Spells
Quick as Lightning
3rd-level Thundercloud element feature
3rd heroism, thunderous smite
Your speed increases by 10 feet, and you radiate an aura of 11th
Maximilian's earthen grasp

electrified swiftness in a 10 foot radius around you. (EEPC/XGtE), warding bond


Other friendly creatures within the aura have their speed 17th erupting earth (EEPC/XGtE), slow
increased by 10 feet. If an affected target leaves the aura on
a turn, its speed stays increased until the end of that turn.
Firm Foundations
Zephyr Companion 3rd-level Mountains element feature

3rd-level Thundercloud element feature


You gain proficiency with heavy armor, mason's tools and
You gain a faithful gust of wind that carries alongside you. smith's tools.
This gust of wind has a flying speed equal to your You also learn the blade ward cantrip, which is an
movement, and can carry up to 1lb of material. You always elementalist cantrip for you. You can cast this cantrip as a
know the zephyr's direction and distance from you. bonus action a number of times equal to your proficiency
The zephyr moves as you command it, and moves on bonus, and you regain any expended uses of this feature
your turn. While the zephyr is in a space occupied by a when you finish a short or long rest.
creature, that creature has disadvantage on attack rolls.
Trample
Arcane Alacrity 3rd-level Mountains element feature

7th-level Thundercloud element feature


Once per turn, when you deal bludgeoning damage to a
You can weave your magic with shocking speed. You can prone creature that is the same size as you or smaller, the
cast a spell with a casting time of 1 action as a bonus damage increases by 1d6.
action.
You have a number of uses of this feature equal to your Brunt of the Hit
Wisdom modifier (minimum of 1), and you regain any 7th-level Mountains element feature

expended uses when you finish a long rest. When a creature within 5 feet of you is hit by an attack, you
can use your reaction to take the hit. If you do, you become
Shock Tactics the attack's target, and the attack automatically hits you.
10th-level Thundercloud element feature

You can use your action to whip your zephyr companion up Tremorsense
into a miniature thunderstorm for 1 hour. For the duration, 10th-level Mountains element feature

you gain the following benefits: You gain tremorsense out to a radius of 30 feet: you can
When you cast a spell that deals lightning or thunder detect and pinpoint the origin of vibrations within 30 feet,
damage while the zephyr is within 150 feet of you, you provided that both you and the source of the vibrations are
can cast that spell as if you were in the zephyr's space. in contact with the same ground or substance. This can't be
You still use your own senses to cast the spell. used to detect flying, incorporeal or unmoving creatures.
At the end of your turn, a random creature within 5 feet While you are prone, you can use your action to increase
of the zephyr must make a Dexterity saving throw the range of this tremorsense to 120 feet until the start of
against your spell save DC, taking 2d8 lightning damage your next turn.
on a failed save. A creature detected by this tremorsense can't gain
As an action, or as a reaction when you see a creature advantage on attack rolls against you by being unseen.
move within 5 feet of you or the zephyr, you can switch
places with the zephyr if it's in an unoccupied space. Arcanum: The Peaks
Once you use this feature, you must finish a long rest 18th-level Mountains element feature

before you use it again. You can cast globe of invulnerability and move earth once
Subclasses each without expending a spell slot. You regain any
8 expended uses of this feature when you finish a long rest.
Wildwoods Element
Elementalists steeped in the weird toxins and primal might Once you use this feature, you must finish a short or long
of the overgrown wilderness frequently emerge as rest before you use it again.
secretive, wise, protective warriors. With a gentle touch
that belies their ruthless combative capabilities, many bond Life Sap
tenderly with their loyal animal companions for life. 7th-level Wildwoods element feature

You can siphon off your exertions into a rejuvenating burst.


Woodland Magic When you deal damage to a creature, you can choose a
3rd-level Wildwoods element feature
number of creatures within 30 feet of the target up to your
You learn additional spells when you reach certain levels in Wisdom modifier. Each target regains a number of hit
this class, as shown in the Wildwoods Element Spells points equal to half the damage dealt.
table. The spells count as elementalist spells for you, but Once you use this feature, you must finish a short or long
they don't count against the number of elementalist spells rest before you use it again.
you know.
Grove Form
Wildwoods Element Spells 10th-level Wildwoods element feature

Elementalist You can use your bonus action to assume the form of a
Level Spells plant creature or beast of your choice, of CR 1 or lower. You
detect poison and disease, find

retain your Intelligence, Wisdom, and Charisma scores,


3rd
familiar, ray of sickness and use the beast’s Strength, Dexterity, and Constitution
scores. You gain the creature's abilities, proficiencies,
11th
animal messenger, locate
actions and reactions in addition to your own. You also
animals or plants, Melf's acid arrow retain the benefits of any gear, armor, or tattoos you were
conjure animals, plant growth, speak wearing when you transformed, which is magically adapted
17th
with plants to accommodate your new form.
You can continue to speak, gesture, cast spells, and
Naturally Gifted concentrate on them while transformed in this way. While
3rd-level Wildwoods element feature
transformed, you can communicate freely with beasts.
You gain proficiency with the Animal Handling, Medicine, The transformation ends after 1 hour or after you
and Survival skills. Additionally, choose one of these skills. dismiss it as a bonus action. If you would lose hit points
Your proficiency bonus is doubled for checks involving the while transformed in this way, you instead lose none, and
chosen skill. the transformation ends.
Once you use this feature, you must finish a short or long
Antitoxin rest before you use it again.
3rd-level Wildwoods element feature

When you deal poison damage to a creature, you can Arcanum: The Forest Primeval
reduce the damage to 0. If you do, you may end one disease 18th-level Wildwoods element feature

or poison that is affecting the target, and if the target is a You can cast wall of thorns and transport via plants once
creature you have summoned, you can grant it a number of each without expending a spell slot. You regain any
temporary hit points equal to thrice your level in this class. expended uses of this feature when you finish a long rest.
10 Subclasses
Ether Element Additionally, you can use Wisdom instead of Strength for
Quiet, elusive, and comfortably distant, almost no known the attack and damage rolls of all your unarmed strikes. If
examples of elementalists of the ether element have ever you do, you deal force damage equal to 1d4 + your Wisdom
been found. Those who lose themselves in the astral sea modifier, rather than the bludgeoning damage normally
may find themselves returned, changed, in a completely associated with an unarmed strike.
different era to the one they left; their eyes dancing cheekily Heart of Ether
with something new, exciting, unseeable and unknown. 7th-level Ether element feature

Ethereal Magic
You can use your action to separate yourself from the
3rd-level Ether element feature
forces of the material plane for 1 minute.
You learn additional spells when you reach certain levels in For the duration, you gain a flying speed equal to your
this class, as shown on the Ether Element Spells table. The movement, and whenever a creature moves or makes an
spells count as elementalist spells for you, but don't count attack within 5 feet of you, you can use your reaction to
against the number of elementalist spells you know. vanish into the Ethereal Plane until the end of the current
turn. When you reappear, you teleport to an unoccupied
Ether Element Spells space within 10 feet of you. Until you reappear, nothing can
Elementalist Level Spell
occupy the space you left.
While on the Ethereal Plane, you can see and hear the
3rd dissonant whispers, silent image plane you originated from, which is cast in shades of gray,
11th invisibility, phantasmal force and you can't see anything there more than 60 feet away.
You can only affect and be affected by other creatures on
17th blink, major image the Ethereal Plane. Creatures that aren't there can't
perceive you or interact with you, unless they have the
Blink ability to do so.
3rd-level Ether element feature
Once you use this feature, you must finish a long rest
Your puckish, distant spirit makes you unnaturally evasive. before you do so again.
As an action, you can vanish in a glimmer of light and
teleport up to your movement into an unoccupied space Time Lock
you can see. If the space contains an illusion of you, you 10th-level Ether element feature

switch places with the illusion. Time is all but an irrelevance to you. Whenever you cast an
elementalist spell with a duration of 1 round or longer, you
Glimmer Punch can increase the duration to 8 hours. Additionally, you don't
3rd-level Ether element feature
age unless you wish to do so.
You learn to weave teleportation into combat in a dance of
vanishing and reappearing. Whenever you teleport into a Arcanum: The Wonderland
space within 5 feet of a creature as part of an action, bonus 18th-level Ether element feature

action, or reaction, you can make an unarmed strike You can cast true seeing and plane shift once each without
against that creature as part of the same action. expending a spell slot, ignoring the spells' material
components. When you cast plane shift in this way, you
may only travel to the material plane, the ethereal plane, or
the astral plane. You regain any expended uses of this
feature when you finish a long rest.
Void Element Devour
As long as stargazers gaze up at the sky, they've noticed the 7th-level Void element feature

stars are going out. Some vanish in bright flashes, some Beginning at 7th level, you gain a pool of energy
with colours dimming peacefully. Others, in small clusters, represented by a number of d10s equal to your Proficiency
are consumed, violently, into an unknowable nothingness. Bonus.
Those who say that "nothing can come of nothing" speak Whenever a creature survives damage from you, you can
a lie, for the sensation of cosmic insignificance that spend a number of these d10s. You roll the dice spent, and
emanates from these distant gaps in reality gave rise to the target takes additional necrotic damage equal to the
something new. The sheer overwhelming dread, the feeling total + your Wisdom modifier. If a creature damaged in this
of utter irrelevance it taps into - this was beyond logic, way is reduced to 0 hit points before the end of your next
beyond sense, beyond the realm of sapient thought. The turn, you can use your reaction to destroy the target’s body
sheer thought is enough to destroy one’s spirit entirely. And and regain one of your expended elemental force dice.
once that’s gone, there is room for something else. You regain any dice expended from this pool when you
finish a long rest.
Void Magic
3rd-level Void element feature
Event Horizon
You learn additional spells when you reach certain levels in 10th-level Void element feature

this class, as shown in the Void Element Spells table. The You can use your bonus action to become an inescapable
spells count as elementalist spells for you, but they don't rupture in reality for 10 minutes.
count against the number of elementalist spells you know. For the duration, you shed an aura of warped spacetime
in a 60 foot radius centered on you. Creatures within the
Void Element Spells aura that are moving further away from you must expend 4
Elementalist Level Spells feet of movement for every 1 foot moved.
Additionally, you can use your bonus action to force each
3rd arms of Hadar, hex creature within 30 feet of you to make a Constitution
11th darkness, silence saving throw. Each target that fails the save is pulled 20
17th counterspell, hunger of Hadar
feet directly towards you and takes 1d10 necrotic damage.
You then gain 1d10 temporary hit points, plus an additional
1d10 for each creature that failed the save.
Hunger Once you make this rupture in reality, you must finish a
3rd-level Void element feature
long rest before you do so again.
You are struck with a gluttonous, endless craving. You can
consume any amount of food or water without experiencing Arcanum: The End
discomfort or losing appetite. Additionally, each time you 18th-level Void element feature

consume 1 day's worth of edible food, you gain 1d4 You can cast antimagic field without expending a spell slot.
temporary hit points. Once you use this feature, you must finish a long rest
before you use it again.
Nullify
3rd-level Void element feature

You drain all colour and cohesion from your spells, leaving
them a hollow, phasing shell of negative energy. Whenever
you cast a spell that deals damage, you can change all of
that damage to necrotic damage. If you do, the spell ignores
half and three-quarters cover.
Elementalist Spell List
Cantrips (0 Level) 1st Level 2nd Level 3rd Level
Acid Splash Aqua Jet (New!) Aganazzar's scorcher Dispel Magic
Control Flames (EEPC/XGtE) Burning Hands (EEPC/XGtE) Elemental Weapon
Create Bonfire (EEPC/XGtE) Catapult (EEPC/XGtE) Alter Self Feign Death
Dancing Lights Chaos Bolt (XGtE) Barkskin Fireball
Displacement (New!) Chromatic Orb Blur Flame Arrows (XGtE)
Fire Bolt Chromatic Shockwave Burrow (New!) Fly
Frostbite (EEPC/XGtE) (New!) Charge Lightning (New!) Gaseous Form
Gust (EEPC/XGtE) Earth Tremor (EEPC/XGtE) Continual Flame Glyph of Warding
Infestation (XGtE) Elemental Defense (New!) Dust Devil (EEPC/XGtE) Lightning Bolt
Lightning Lure (TCoE/SCAG) Ensnaring Strike Dragon's Breath Meld into Stone
Mage Hand Entangle Earthbind (EEPX/XGtE) Melf's Minute Meteors
Mending Expeditious Retreat Enhance Ability (EEPC/XGtE)
Mold Earth (EEPC/XGtE) Faerie Fire Enlarge/Reduce Primordial Leap (New!)
Poison Spray False Life Gust of Wind Protection from Energy
Prestidigitation Fire Seeds (New!) Heat Metal Slow
Produce Flame Fog Cloud Hold Person Stinking Cloud
Ray of Frost Grease Misty Step Thunder Step (XGtE)
Resistance Jump Scorching Ray Wall of Sand (EEPC/XGtE)
Shape Water (EEPC/XGtE) Magic Missile Shatter Wall of Water

Shocking Grasp Purify Food and Drink Skywrite (EEPC/XGtE) (EEPC/XGtE)


Snow Flurry (New!) Solidify (New!) Spider Climb Water Breathing
Spare the Dying Witch Bolt Spike Growth Water Walk
Thunderclap (EEPC/XGtE) Zephyr Strike (XGtE)

Thorn Whip

True Strike

New Spells
Aqua Jet Burrow
1st-level conjuration, Elementalist 2nd-level transmutation, Artificer, Druid, Elementalist
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a mole paw)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You hose down a target with a spray of water. Make a You cause a creature within range to grow bulky, shovel-like
ranged spell attack against a creature or object within hands, granting it a burrow speed equal to its movement.
range. On a hit, the target takes 1d12 bludgeoning damage. The target can use this speed to move through loose earth,
Hit or miss, you fling yourself 10 feet directly away from sand, snow, or the like. When the spell ends, if the target is
the target. still underground, it suffers 3d6 bludgeoning damage and is
If you cast this spell while underwater, you instead fling ejected into the nearest unoccupied space.
yourself up to 30 feet in any direction. Additionally, while the target is fully underground, it has
At Higher Levels. When you cast this spell at 2nd level tremorsense out to a range of 30 feet.
or higher, the damage increases by 1d12 for each level At Higher Levels: When this spell is cast using a spell
above the 1st. slot of 3rd level or higher, you can target one additional
creature for each level above the 2nd. Additionally, when
this spell is cast using a spell slot of 6th level or higher,
affected creatures can burrow through solid rock or ice.
Charge Lightning
2nd-level evocation, Sorcerer, Elementalist
Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S
Duration: Concentration, up to 1 minute
A 20-foot cone of purple lightning bursts forth from you,
leaving you crackling with electricity. Each creature in the
cone must succeed on a Dexterity saving throw, taking
2d12 lightning damage on a failed save, or half as much on
a success.
The spell's leftover charge powers your next casting of
charge lightning. For the duration, if you cast charge
lightning again, you can choose one or more of the d12
results from your previous casting and replace an equal
number of the new d12 rolls with those results.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage roll increases by
1d12 for each level above the 2nd.
Chromatic Shockwave
1st-level evocation, Elementalist
Casting Time: 1 action, or 1 reaction when damage
reduces your hit points to 0
Range: 10 feet
Components: S
Duration: Instantaneous
You flood the area within range with energy from the You can dismiss this spell as an action.
elemental chaos. You choose acid, cold, fire, lightning, When you cast this spell, you choose one of the following
poison, or thunder. Each other creature within range must benefits, and gain it for the duration.
succeed on a Dexterity saving throw, taking 2d8 damage of Fire. Your skin crackles like burning embers. When a
the type you chose on a failed save, or half as much on a creature hits you with a melee weapon attack, you can use
success. your reaction to end the spell early. If you do, you deal 2d4
At Higher Levels. When you cast this spell at 2nd level fire damage to the attacker.
or higher, the damage increases by 1d8 for each level above Lightning. Your body coarses with electrical charge.
the 1st. When a creature hits you with a melee weapon attack, you
can use your reaction to end the spell early. If you do, you
Displacement force the attacker up to 10 feet directly away from you, and
Evocation cantrip, Elementalist, Sorcerer, Wizard it can't take reactions until the start of its next turn.
Stone. Your skin hardens to a near-solid mass of rock.
Casting Time: 1 action Your weight quadruples, your speed is reduced by 10 feet,
Range: 10 feet and you have a +2 bonus to saving throws you make to
Components: V, S maintain concentration.
Duration: Instantaneous Water. Your body becomes supple and watery. While you
You target a creature you can see within range. An are swimming in water and moving with the current, your
unwilling target can make a Strength saving throw, speed is doubled.
resisting the effect on a success. A creature that is Large in Wood. Your body becomes firm and light. Your weight is
size or greater automatically succeeds on this saving throw. halved, and your speed increases by 5 feet.
An affected creature is forced up to 5 feet in a direction
of your choice. This doesn't provoke opportunity attacks. Fire Seeds
The distance you force the target increases as you gain 1st-level transmutation, Druid, Elementalist
levels, to 10 feet at 5th level, 15 feet at 11th level, and 20 Casting Time: 1 bonus action
feet at 17th level. Range: Touch
Components: V, S, M (up to four acorns, blackberries, or
Elemental Defense holly berries, which the spell consumes.)
1st-level transmutation, Elementalist Duration: Concentration, up to 1 hour
Casting Time: 1 action You touch the four berries, transmuting them into explosive
Range: Self munitions. Each different type of berry gains different
Components: V, S, M (sea salt and crushed lavender) effects for the duration. When the spell ends, any
Duration: 8 hours remaining berries return to their original form.
You wreath yourself in elemental energy. Until the spell Acorn Grenades. You turn each acorn into a grenadelike
ends, while you are wearing no armor and not holding a sling bullet. When a creature or object is hit by a ranged
shield, your AC becomes 10 + your Spellcasting modifier + weapon attack that uses one of these bullets as
your Dexterity modifier. ammunition, the bullet explodes, dealing an additional 1d4
14 Spells fire damage to all creatures within 5 feet of the target.
Blackberry Snares. You grow each blackberry into a Snow Flurry
snaring net of thorny vines. A creature hit by a ranged Evocation cantrip, Druid, Elementalist
weapon attack using the net takes 1d4 damage, and the Casting Time: 1 action
attacker can add modifiers to this damage as normal. The Range: 10 feet
AC and escape DC of the net is equal to your Spell Save Components: V, S
DC. Duration: Concentration, up to 1 minute
Holly Berry Bombs. You each of the holly berries into
pea-sized explosive charges, which you can set down as You create a bluster of frigid air at a point on ground you
part of your movement. can see within range. Until the spell ends, a gentle icy wind
While you are within 60 feet of one or more of the fills a cylinder 10 feet in diameter, 5 feet tall, centered on
berries, when a creature you can see moves within 5 feet of that point, with flecks of snow drifting in it. The wind
a berry on a turn or starts its turn there, you can use your extinguishes open flames in the area.
reaction to make the berries explode. Each creature within As a bonus action on each of your turns while the spell
5 feet of one or more of the exploding berries must make a persists, you can cause a chill to pass through the area.
Dexterity saving throw. A creature takes 2 fire damage for Creatures within the area must succeed on a Constitution
each berry within 5 feet of it on a failed save, or half as saving throw or take 1d4 cold damage.
much on a success. Any rain or mist within the area becomes snow. This
At Higher Levels. When you cast this spell at 2nd level snow begins to settle atop any horizontal surfaces within
or higher, you can affect one additional berry for each level the area as it falls; the snow's depth begins at 0 inches, and
above the 1st. rises by 1 inch at the start of each of your turns, to a
maximum of 5 inches. The snow is difficult terrain. When
Primordial Leap the spell ends, the snow melts away immediately.
3rd-level transmutation, Elementalist The spell's damage increases by 1d4 when you reach 5th
Casting Time: 1 bonus action level (2d4), 11th level (3d4), and 17th level (4d4).
Range: 30 feet
Components: V, S Solidify
Duration: Instantaneous 1st-level evocation, Elementalist
You discorporate into fire, lightning, snow, or similar, and Casting Time: 1 action
vanish into a linear blast of elemental energy 5 feet wide Range: 30 feet
that launches from your location to an unoccupied space of Components: V, S
your choice that you can see within range. Creatures Duration: Concentration, up to 1 minute
caught within the line take 2d4 damage of a type you You terraform the ground around a willing creature within
choose, from acid, cold, fire, lightning, poison or thunder. range, sealing it in place. The target might become
You reappear where the line ends. shrouded in rough stone, thick snow, or a tangle of plant
At Higher Levels. When you cast this spell at 4th level growth.
or higher, the damage increases by 1d4 for each level above For the duration, the target's movement is reduced to 0,
the 3rd and the ground within within 10 feet of the target becomes
difficult terrain. Additionally, whenever the target takes
damage, the damage is reduced by 1d6.
At Higher Levels. When you cast this spell at 3rd level
or higher, the damage reduction increases to 2d6.
Optional Class Features Alternate Defensiveness
When you use your action to cast a cantrip that targets only
Here's some optional extra features, mirroring those one friendly creature, you can expend your bonus action to
presented in Tasha's Cauldron of Everything. target another creature you can see within 30 feet of you.
You may do so even if the spell has a range of self, or a
Core Statistic Versatility range lower than 30 feet.
1st-level elementalist optional feature

Alternate Defensiveness Improvement. Once you


Be it uniquity, understanding, or personality, all reach 7th level, when you use your action to cast a spell
Elementalists are empowered by the particular strengths of that targets only one friendly creature, you can immediately
their mind. At 1st level, you may choose Intelligence, use your bonus action to cast an elementalist cantrip
Wisdom, or Charisma. You may use the chosen statistic targeting a different friendly creature within its range.
wherever an elementalist feature refers to your Wisdom. Too restrictive. Current version is more versatile, and
actually competes with war magic/Bladesinger 7th.
Spell Style Versatility
2nd-level elementalist optional feature

Making Similar Classes


Whenever you gain a level in this class, you can replace Here's general advice for homebrewing other classes with
your spellcasting style with another style of your choice. unlimited spell slots.
This change represents a shift of focus in your magical
mastery, causing you to lose the benefits of one style and Progression Speed. Spell slot levels can progress
gain the benefits of another. slightly faster than they progress in this class. Much of its
power is found in other features, such as Spellcasting Style
Elemental Enhancement and the 7th level subclass features. You could just about
8th-level elementalist optional feature.

manage moving slots to 2nd at 7th, 3rd at 13th, and 4th at


Beginning at 8th level, when you roll damage for a spell, you 19th, as long as the core class was much weaker.
can expend one elemental force die and choose one target I Cast Shield. Block access to unlimited healing spells
affected by the spell. You roll the die, the target takes like cure wounds. Secondly, don't give players any reaction
additional damage equal to the result, and you can change spells like shield, hellish rebuke, or absorb elements unless
all the spell's damage to acid, cold, fire, lightning, poison, or you want those effects to occur every single turn that they
thunder damage. can occur. Finally, don't give players spells that let them
enchant the whole party simultaneously, like darkvision
Deleted Spellcasting Styles and mage armor, without serious consideration. These
spells are designed to be limited by the spell slots they
2nd-level elementalist optional feature

consume - removing that limit can slow down gameplay, or


When you choose a spellcasting style, the following styles break the game completely.
are added to your list of options. Elementalist 5/Paladin 2/Sorcerer 2. Unlimited spell
Refinement
slots must be for Elementalist spells only.
Once each turn, when you roll damage for an elementalist Avoiding The Big Sad. Firstly, in classes like this,
cantrip, you can reroll any number of the dice. You must players get to cast one low level (and, usually, single target)
use the new total. spell or cantrip per turn. That means there is a high chance
Additionally, hostile creatures can't gain advantage on that the player's turn will be totally wasted on a miss. You
saving throws against your spells. have to mitigate this in your design, with some kind of
"miss fixing" effect: make their spells more accurate, make
Refinement Improvement. Once you reach 7th level, their misses deal damage, make them ignore immunity etc.
this benefit extends to all your spells of 1st level or higher. Secondly, as a general rule, all classes improve their
Explosive Refinement saving throws at about 15th level.
When you roll damage for a cantrip, each time you roll the Give What It's Missing. The class is built on removing
maximum value for a damage die, you can roll an limitations on resources. This means you should give them
additional damage die of the same type and add it to the some new resources to maintain, so that they have
total. If you roll the maximum for any additional die, you something interesting to manage and track during combat.
add another die, and so on. Here, you get Elemental Force dice, Primordial Drain, and
Refinement Improvement. Once you reach 7th level, the 10th/18th level subclass features.
this benefit extends to all your spells of 1st level or higher. Account For Lack Of Feats. Don't be scared to hand out
Both versions of Refinement are too weak early on. big benefits for anyone who makes it to 17th, because the
spellcasting feats are noticeably weaker than martial ones.
Variation
As an action, you can replace one of the elementalist spells Credits
you know (including cantrips) with another elementalist Thanks to Charlie, Jacob, Dickon, and James for feedback.
spell. The new spell must be the same level as the spell it Special thanks to Persephone, Caeda, Havran, Korn,
replaces. You can cast the new spell as part of the same Naia, and Teench, and also thanks to Aoife, Equill, Ester,
action, expending any spell slots required. Firkka and Rose. You've been fantastic companions, and
Variation Improvement. Once you reach 6th level, you I've learned so much from DMing you all.
learn three 1st-level spells of your choice from any class' Thanks to Charlotte for being a lovely girlfriend and an
spell list. You can cast them once each, without using a especially good-hearted friend. I bet you won't read this, but
spell slot. However, you can't cast them with your unlimited your idea for acorn grenades worked a treat.
spell slots. Art credit: DMsGuild Creators Resource, Claude Monet,
Weak unless minmaxed - it's a trap!
Footnotes John Martin, Gustav Klimt, Vincent Van Gogh, Hokusai
15 Follow my nonsense at luuma-makes-games.tumblr.com.

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