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Elementalist Class: Reworked Version. Please Comment(Edited)
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<blockquote data-quote="Merlion" data-source="post: 1461192" data-attributes="member: 10397"><p>Ok here is the latest form of my Elementalist class. I decided to take the advice of several who said they should be spontaneous casters, due to their limited spell list. Tell me what you think. Later I will post in some of the spells marked on their list that are of my design.</p><p>I am having trouble getting the table to paste well, but their spells per day are just like a sorcerer, and spells known are like a sorcerer accept that say at 4th level, they get 2 2nd level spells instead of one, same for 6th level and 3rd level spells etc.</p><p></p><p></p><p></p><p></p><p><strong>The Elementalist</strong></p><p></p><p>The elementalist is a mage who specializes in magic dealing with the four basic elements, air, earth, fire and water, and the energies and forces associated with them (such as acid, cold and electricity). Tornados, earthquakes, forest fires, tidal waves, the power of all of these are within the grasp of the Elementalist. Eventually, an Elementalist learns the subtle connections between the elements, and many types of spells. They also gain the ability to summon an elemental companion to aid them, and they can eventually learn other ways to manipulate the elements, such as assuming the form of an elemental, or dispelling the elemental spells of others.</p><p></p><p></p><p><strong>Adventures</strong>: Elementalists adventure for many of the same reasons as wizard, to explore, and to gain knowledge and power. Many elementalists also wish to visit many different climates and types of terrain that correspond to the different elements, such as oceans or rivers, mountains and caves, volcanos, and high windy mountaintops or plains. </p><p></p><p></p><p><strong>Characteristics</strong>:, but also from a close connection the the elements and their power. An elementalist has spells for attack and defense, and to aid in travel. They are physically frail, but have the ability to summon an elemental to act as their companion and aid in battle. Eventually, through long study an Elementalist can learn a wider range of spell that are subtly connected to the elements (for instance, mind-affecting spells are related to Air).</p><p></p><p></p><p><strong>Religion</strong>: Some elementalist’s are devoted followers of gods of the elements or nature. Some follow gods of knowledge and magic. Many are more devoted to their craft than any religion.</p><p></p><p></p><p><strong>Background</strong>: Elementalist’s come from a wide range of cultural and economic backgrounds. Most Elementalists manifest their abilities early in life, and are sent away or apprenticed to older elementalists to learn to harness their power.</p><p> </p><p></p><p><strong>Races</strong>: Elves love of magic and nature often draws them to the path of the Elementalist. Humans, especially those from harsh environments, often manifest elemental magic to aid their people’s survival. Gnomes tend to favor less direct forms of magic, but some become elementalists with a focus on earth magic. Many Halflings are drawn to the practice of Air and Water magic. Dwarves are generally distrustful of arcane magic but some few have been known to become elementalists and practice earth and fire magic. Some Half-Elves follow the elemental path for the same reasons as elves. And as with Wizardry, Half-Orcs find themselves ill suited to the practice of Elementalism.</p><p></p><p></p><p><strong>Other Classes</strong>: Elementalist get along with Druids better than most other Arcane spellcasters, since they tend to be more down to earth and share many areas of interest with druids. Fighters and other militant classes appreciate the Elementalist’s offensive capacity as well as their many useful travel spells. Cleric’s have mostly the same feelings toward Elementalists that they do towards wizards and sorcerers, unless the Cleric follows an elemental religion in which case the cleric will most likely see the elementalist as a potential convert. Elementalist’s some times compete with wizards and sorcerers since their role in a group is often similar.</p><p></p><p></p><p><strong>Game Rule Information</strong>:</p><p>Elementalists have the following game statistics</p><p></p><p><strong>Abilities</strong>: Charisma determines how powerful a spell an Elementalist can cast, how many spells an Elementalist can cast per day, and how hard those spells are to resist. To cast a spell an Elementalist must have a Charisma score of 10+ the level of the spell. An Elementalist gains bonus spells based on Charisma. The saving throw DC for a Elementalist’s spell is 10 + the spells level + the Elementalist’s Charisma modifier. </p><p>Charisma effects an Elementalist’s ability to rebuke Elementals, Dexterity can help compensate for their lack of armor, and Constitution for their low hit points.</p><p><strong>Alignment</strong>: Any</p><p><strong>Hit Die</strong>: d4</p><p></p><p><strong>Class Skills</strong>: The Elementalist’s class skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis)</p><p></p><p><strong>Skill points at first level</strong>: 2+ Int modifier x4</p><p></p><p><strong>Skill points at each level</strong>: 2 + Int modifier </p><p></p><p><strong>Class Features</strong>: All of the following are class features of the Elementalist class.</p><p></p><p><strong>Armor and Weapon proficiency</strong>: The Elementalist is proficient with the staff, dagger, and crossbows. Elementalist’s are not proficient with any armor, or with shields.</p><p></p><p></p><p><strong>Spells</strong>: An Elementalist casts Arcane spells (The same type of spells available to Wizards, Sorcerers, and Bards) which are drawn from the elementalist spell list. An elementalist may also use the elemental Mastery class feature to expand his spell list slightly. </p><p> To learn, or cast a spell, the elementalist must have a Charisma score of equal to at least 10 + the spell’s level. The difficulty class for for a saving throw against an elementalist’s spell is 10+ the spell level + the elementalists Charisma modifier.</p><p> An Elementalists selection of spells is limited, Your elementalist begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level an Elementalist gains one or more new spells and indicated on the Elementalist Spells Known table. An elementalists number of spells known is unaffected by his Charisma modifier..</p><p>An Elementalist is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. An elementalist’s bonus spells are based on Charisma, and the saving throw DC for an elementalists spells is 10+ the level of the spell, + the elementalist’s Charisma modifier.</p><p> At 4th level, and each even-numbered Elementalist level thereafter the Elementalist may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Elementalist can cast. For instance, at 4th level the Elementalist could lose one of his known 0th level spells, and exchange it for a different 0th level spell. This ability may not be used with spells learned through the Subtle Correspondance Elemental Mastery ability.</p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>1st level: Rebuke/Command elementals</strong>: Exactly as the evil cleric ability, but usable only on Elementals</p><p></p><p><strong>3rd level: Elemental Companion</strong>: At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours.</p><p>At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would</p><p></p><p></p><p></p><p></p><p><strong>5th level: Elemental Mastery</strong>: At 5th level, and again at 10th, 15th and 20th level the elementalist may select an ability from the following list:</p><p></p><p><strong>Elemental Substitition</strong>: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors. The elementalist may use this ability 3 times per day, plus one additional time per day for every 5 elementalist levels beyond 5</p><p></p><p><strong>Elemental Counterspell</strong>: An elementalist may counter a spell with an elemental or energy descriptor with any spell of equal or greater level of the oposite elemental or energy descriptor (Fire counters Water, Electricity counters Acid etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors</p><p></p><p><strong>Elemental Dispell</strong>: An Elementalist may dispell an existing elemental or energy spell using any spell of equal or greater level with the oposite elemental or energy descriptor (Earth dispells Air, Cold dispells Fire etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors</p><p></p><p><strong>Elemental Form</strong>: : The elementalist may assume the form of a Medium or Large air, earth, fire or water elemental once per day per 5 elementalist levels. The transformation lasts for 1 hour per elementalist level, or untill the elementalist decides to change back. This ability functions like a Polymorph spell, accept the Elementalist gains all supernatural and extraordinary abilities of the elemental form. The Elementalist may take this ability more than once. Each time it is taken, the Elementalist gains the ability to assume the form of an Elemental one size larger than he previously could. You must be at least 10th level to take this ability</p><p></p><p><strong>Energy Resistance</strong>: The elementalist gains resistance 10 to acid, cold, electricity, fire or damage from earth-based sources (such as Earth elementals). This ability may be taken more than once and applies to a different resistance each time.</p><p></p><p><strong>Subtle Correspondence</strong>: The Elementalist learns a number of Subtle Correspondance spells equal to his Charisma bonus. Thease spells may be of any element or level, but if he chooses spells of a level to which he does not yet have access, they are added to his class list and must be learned as normal. This ability may be taken any number of times.</p><p></p><p><strong>Overcome Resistance</strong>: Once per day per five class levels the Elementalist may cast a single spell and have it ignore some degree of energy or elemental resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy or elemental descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>The Elementalist Spells Per Day </p><p>Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th</p><p>1 +0 +0 +0 +2 Rebuke/Command Elementals 5 3 --- --- --- --- --- --- --- ---</p><p>2 +1 +0 +0 +3 6 4 --- --- --- --- --- --- --- ---</p><p>3 +1 +1 +1 +3 Elemental Companion 6 5 --- --- --- --- --- --- --- ---</p><p>4 +2 +1 +1 +4 6 6 3 --- --- --- --- --- --- ---</p><p>5 +2 +1 +1 +4 Elemental Mastery 6 6 4 --- --- --- --- --- --- ---</p><p>6 +3 +2 +2 +5 6 6 5 3 --- --- --- --- --- ---</p><p>7 +3 +2 +2 +5 6 6 6 4 --- --- --- --- --- ---</p><p>8 +4 +2 +2 +6 6 6 6 5 3 --- --- --- --- ---</p><p>9 +4 +3 +3 +6 6 6 6 6 4 --- --- --- --- ---</p><p>10 +5 +3 +3 +7 Elemental Mastery 6 6 6 6 5 3 --- --- --- ---</p><p>11 +5 +3 +3 +7 6 6 6 6 6 4 --- --- --- ---</p><p>12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 --- --- ---</p><p>13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 --- --- ---</p><p>14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 --- ---</p><p>15 +7/+2 +5 +5 +9 Elemental Mastery 6 6 6 6 6 6 6 4 --- ---</p><p>16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 ---</p><p>17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 ---</p><p>18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3</p><p>19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4</p><p>20 +10/+5 +6 +6 +12 Elemental mastery 6 6 6 6 6 6 6 6 6 6</p><p></p><p></p><p> </p><p></p><p></p><p></p><p></p><p>Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th</p><p>1 4 2 </p><p>2 5 2 </p><p>3 5 3 </p><p>4 6 3 2 </p><p>5 6 4 2 </p><p>6 7 4 2 2 </p><p>7 7 5 3 2 </p><p>8 8 5 3 2 2 </p><p>9 8 5 4 3 2 </p><p>10 9 5 4 3 2 2 </p><p>11 9 5 5 4 3 2 </p><p>12 9 5 5 4 3 2 2 </p><p>13 9 5 5 4 4 3 2 </p><p>14 9 5 5 4 4 3 2 2 </p><p>15 9 5 5 4 4 4 3 2 </p><p>16 9 5 5 4 4 4 3 2 2 </p><p>17 9 5 5 4 4 4 3 3 2 </p><p>18 9 5 5 4 4 4 3 3 2 2</p><p>19 9 5 5 4 4 4 3 3 3 2</p><p>20 9 5 5 4 4 4 3 3 3 3</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>Elementalist Spell List</strong></p><p>1st:</p><p>Air:</p><p>Feather Fall</p><p>Obscuring Mist</p><p>Shocking Grasp</p><p>Vortex*</p><p></p><p>Earth:</p><p>Magic Stone</p><p>Earth Blast*</p><p></p><p>Fire:</p><p>Burning Hands</p><p>Faerie Fire</p><p>Inferno Blast*</p><p></p><p>Water:</p><p>Grease</p><p>Obscuring Mist</p><p>Waterspout*</p><p></p><p>General:</p><p>Endure Elements, Summon Monster 1</p><p></p><p></p><p>2nd:</p><p></p><p>Air:</p><p>Fog Cloud</p><p>Levitate</p><p>Whispering Wind</p><p>Wind Wall</p><p></p><p>Earth:</p><p>Melf’s Acid Arrow</p><p>Soften Earth and Stone</p><p>Warp Wood</p><p>Wood Shape</p><p></p><p>Fire:</p><p>Fire Trap</p><p>Flame Blade</p><p>Flaming Sphere</p><p>Heat Metal</p><p>Produce Flame</p><p>Pyrotechnics</p><p></p><p>Water:</p><p>Chill Metal</p><p>Fog Cloud</p><p>Melf’s Acid Arrow</p><p></p><p></p><p>General: Resist Elements, Summon Monster 2</p><p></p><p>3rd:</p><p></p><p>Air:</p><p>Fly</p><p>Gaseous Form</p><p>Gust of Wind</p><p>Lightning Bolt</p><p>Sleet Storm</p><p>Stinking Cloud</p><p>Water Breathing</p><p></p><p>Earth:</p><p>Earth Rupture*</p><p>Keen Edge</p><p>Meld Into Stone</p><p>Root*</p><p>Rusting Grasp</p><p>Stone Shape</p><p></p><p>Fire:</p><p>Fireball</p><p>Flame Arrow</p><p></p><p>Water:</p><p>Quench</p><p>Rusting Grasp</p><p>Sleet Storm</p><p>Water Breathing</p><p>Watery Fist*</p><p></p><p>General: Dispel Magic, Protection From Elements, Summon Monster 3</p><p></p><p></p><p>4th:</p><p>Air:</p><p>Air Walk</p><p>Call Lightning</p><p>Ice Storm</p><p>Solid Fog</p><p>Vacuum Burst*</p><p></p><p>Earth:</p><p>Spike Stones</p><p>Stoneskin</p><p></p><p></p><p>Fire:</p><p>Fire Shield</p><p>Flame Strike (All Fire)</p><p>Wall of Fire</p><p></p><p>Water:</p><p>Control Water</p><p>Ice Storm</p><p>Solid Fog</p><p>Wall of Ice</p><p></p><p>General: Summon Monster 4</p><p></p><p>5th:</p><p>Air:</p><p>Cloudkill</p><p>Control Winds</p><p></p><p>Earth:</p><p>Earth Wave*</p><p>Passwall</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p>Wall of Iron</p><p>Wall of Stone</p><p></p><p>Fire:</p><p>Bolts of Fire*</p><p></p><p></p><p></p><p>Water</p><p>Cloudkill</p><p>Cone of Cold</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p></p><p>General: Lesser Planar Binding, Summon Monster 5</p><p></p><p>6th:</p><p>Air:</p><p>Acid Fog</p><p>Chain Lightning</p><p>Control Weather</p><p>Whirlwind Blast*</p><p></p><p></p><p>Earth:</p><p>Acid Fog</p><p>Flesh to Stone</p><p>Move Earth</p><p>Stone to Flesh</p><p></p><p>Fire:</p><p>Delayed Blast Fireball</p><p>Fire Seeds</p><p></p><p>Water:</p><p>Acid Fog</p><p>Control Weather</p><p>Otiluke’s Freezing Sphere</p><p></p><p></p><p>General: Greater Dispelling, Planar Binding, Summon Monster 6</p><p></p><p>7th:</p><p>Air: Blizzard*, Whirlwind, Wind Walk</p><p>Earth: Phase Door, Statue, Transmute Metal to Wood</p><p>Fire: Delayed Blast Fireball, Firestorm, </p><p>Water: Blizzard*</p><p>General: Plane Shift (Elemental planes only), Summon Monster 7</p><p></p><p>8th:</p><p>Air: Horrid Wilting, Incendiary Cloud</p><p>Earth: Earthquake, Iron Body, Repel Metal or Stone</p><p>Fire: Incendiary Cloud</p><p>Water: Horrid Wilting,</p><p>General: Greater Planar Binding, Summon Monster 8</p><p></p><p>9th:</p><p>Air: </p><p>Elemental Swarm</p><p>Earth: Elemental Swarm</p><p>Fire: Elemental Swarm, Meteor Swarm</p><p>Water: Elemental Swarm</p><p>General: Elemental Swarm, Summon Monster 9</p><p></p><p></p><p></p><p><strong>Subtle Correspondence Spells</strong>:</p><p>0th:</p><p>Air:</p><p>Daze, Mage Hand</p><p>1st level: Charm Person, Sleep</p><p>2nd Level: Detect Thoughts, See Invisibility</p><p>3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion</p><p>4th level: Charm Monster, Confusion, Scrying, Tongues</p><p>5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending</p><p>6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis</p><p>7th level: Greater Scrying, Insanity, Vision</p><p>8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location</p><p>9th level: Dominate Monster, Foresight</p><p>Earth:</p><p>0th level: Cure Minor Wounds, Mending</p><p>1st level: Cure Light Wounds</p><p>2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration</p><p>3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease</p><p>4th level: Dimensional Anchor, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*</p><p>5th level: Cure Serious Wounds, Restoration</p><p>6th: Cure Light Wounds, Mass, Hero’s Feast</p><p>7th level: Cure Critical Wounds, Tenser’s Transformation</p><p>8th level: Cure Moderate Wounds, Mass, Greater Restoration, Regenerate</p><p>9th level: Heal</p><p>Fire: </p><p>0th level: Dancing Lights, Flare, Light</p><p>1st level: Colour Spray, Faerie Fire</p><p>2nd level: Daylight, Shatter</p><p>3rd level: Searing Light</p><p>4th level: Emotion</p><p>5th level: </p><p>6th level: Animate Objects, Disintegrate </p><p>7th level: Resurrection, Sunbeam, Prismatic Spray</p><p>8th level: Prismatic Wall, Sunburst</p><p>9th level: Prismatic Sphere, Implosion, True Resurrection </p><p>Water:</p><p>0th: </p><p>1st level: Cure Light Wounds, Change Self, Enlarge, Reduce</p><p>2nd level: Alter Self</p><p>3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease</p><p>4th level: Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other</p><p>5th level: Cure Serious Wounds, Break Enchantment, Dismissal, </p><p>6th level: Antimagic Field, Cure Light Wounds, Mass, Globe of Invulnerability, Greater Dispelling, </p><p>7th level: Banishment, Cure Critical Wounds</p><p>8th level: Cure Moderate Wounds, Mass, Mind Blank, Polymorph Any Object, Protection From Spells</p><p>9th level: Heal, Mordenkainen’s Disjunction, Shapechange</p></blockquote><p></p>
[QUOTE="Merlion, post: 1461192, member: 10397"] Ok here is the latest form of my Elementalist class. I decided to take the advice of several who said they should be spontaneous casters, due to their limited spell list. Tell me what you think. Later I will post in some of the spells marked on their list that are of my design. I am having trouble getting the table to paste well, but their spells per day are just like a sorcerer, and spells known are like a sorcerer accept that say at 4th level, they get 2 2nd level spells instead of one, same for 6th level and 3rd level spells etc. [b]The Elementalist[/b] The elementalist is a mage who specializes in magic dealing with the four basic elements, air, earth, fire and water, and the energies and forces associated with them (such as acid, cold and electricity). Tornados, earthquakes, forest fires, tidal waves, the power of all of these are within the grasp of the Elementalist. Eventually, an Elementalist learns the subtle connections between the elements, and many types of spells. They also gain the ability to summon an elemental companion to aid them, and they can eventually learn other ways to manipulate the elements, such as assuming the form of an elemental, or dispelling the elemental spells of others. [b]Adventures[/b]: Elementalists adventure for many of the same reasons as wizard, to explore, and to gain knowledge and power. Many elementalists also wish to visit many different climates and types of terrain that correspond to the different elements, such as oceans or rivers, mountains and caves, volcanos, and high windy mountaintops or plains. [b]Characteristics[/b]:, but also from a close connection the the elements and their power. An elementalist has spells for attack and defense, and to aid in travel. They are physically frail, but have the ability to summon an elemental to act as their companion and aid in battle. Eventually, through long study an Elementalist can learn a wider range of spell that are subtly connected to the elements (for instance, mind-affecting spells are related to Air). [b]Religion[/b]: Some elementalist’s are devoted followers of gods of the elements or nature. Some follow gods of knowledge and magic. Many are more devoted to their craft than any religion. [b]Background[/b]: Elementalist’s come from a wide range of cultural and economic backgrounds. Most Elementalists manifest their abilities early in life, and are sent away or apprenticed to older elementalists to learn to harness their power. [b]Races[/b]: Elves love of magic and nature often draws them to the path of the Elementalist. Humans, especially those from harsh environments, often manifest elemental magic to aid their people’s survival. Gnomes tend to favor less direct forms of magic, but some become elementalists with a focus on earth magic. Many Halflings are drawn to the practice of Air and Water magic. Dwarves are generally distrustful of arcane magic but some few have been known to become elementalists and practice earth and fire magic. Some Half-Elves follow the elemental path for the same reasons as elves. And as with Wizardry, Half-Orcs find themselves ill suited to the practice of Elementalism. [b]Other Classes[/b]: Elementalist get along with Druids better than most other Arcane spellcasters, since they tend to be more down to earth and share many areas of interest with druids. Fighters and other militant classes appreciate the Elementalist’s offensive capacity as well as their many useful travel spells. Cleric’s have mostly the same feelings toward Elementalists that they do towards wizards and sorcerers, unless the Cleric follows an elemental religion in which case the cleric will most likely see the elementalist as a potential convert. Elementalist’s some times compete with wizards and sorcerers since their role in a group is often similar. [b]Game Rule Information[/b]: Elementalists have the following game statistics [b]Abilities[/b]: Charisma determines how powerful a spell an Elementalist can cast, how many spells an Elementalist can cast per day, and how hard those spells are to resist. To cast a spell an Elementalist must have a Charisma score of 10+ the level of the spell. An Elementalist gains bonus spells based on Charisma. The saving throw DC for a Elementalist’s spell is 10 + the spells level + the Elementalist’s Charisma modifier. Charisma effects an Elementalist’s ability to rebuke Elementals, Dexterity can help compensate for their lack of armor, and Constitution for their low hit points. [b]Alignment[/b]: Any [b]Hit Die[/b]: d4 [b]Class Skills[/b]: The Elementalist’s class skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis) [b]Skill points at first level[/b]: 2+ Int modifier x4 [b]Skill points at each level[/b]: 2 + Int modifier [b]Class Features[/b]: All of the following are class features of the Elementalist class. [b]Armor and Weapon proficiency[/b]: The Elementalist is proficient with the staff, dagger, and crossbows. Elementalist’s are not proficient with any armor, or with shields. [b]Spells[/b]: An Elementalist casts Arcane spells (The same type of spells available to Wizards, Sorcerers, and Bards) which are drawn from the elementalist spell list. An elementalist may also use the elemental Mastery class feature to expand his spell list slightly. To learn, or cast a spell, the elementalist must have a Charisma score of equal to at least 10 + the spell’s level. The difficulty class for for a saving throw against an elementalist’s spell is 10+ the spell level + the elementalists Charisma modifier. An Elementalists selection of spells is limited, Your elementalist begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level an Elementalist gains one or more new spells and indicated on the Elementalist Spells Known table. An elementalists number of spells known is unaffected by his Charisma modifier.. An Elementalist is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. An elementalist’s bonus spells are based on Charisma, and the saving throw DC for an elementalists spells is 10+ the level of the spell, + the elementalist’s Charisma modifier. At 4th level, and each even-numbered Elementalist level thereafter the Elementalist may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Elementalist can cast. For instance, at 4th level the Elementalist could lose one of his known 0th level spells, and exchange it for a different 0th level spell. This ability may not be used with spells learned through the Subtle Correspondance Elemental Mastery ability. [b]1st level: Rebuke/Command elementals[/b]: Exactly as the evil cleric ability, but usable only on Elementals [b]3rd level: Elemental Companion[/b]: At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours. At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would [b]5th level: Elemental Mastery[/b]: At 5th level, and again at 10th, 15th and 20th level the elementalist may select an ability from the following list: [b]Elemental Substitition[/b]: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors. The elementalist may use this ability 3 times per day, plus one additional time per day for every 5 elementalist levels beyond 5 [b]Elemental Counterspell[/b]: An elementalist may counter a spell with an elemental or energy descriptor with any spell of equal or greater level of the oposite elemental or energy descriptor (Fire counters Water, Electricity counters Acid etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors [b]Elemental Dispell[/b]: An Elementalist may dispell an existing elemental or energy spell using any spell of equal or greater level with the oposite elemental or energy descriptor (Earth dispells Air, Cold dispells Fire etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors [b]Elemental Form[/b]: : The elementalist may assume the form of a Medium or Large air, earth, fire or water elemental once per day per 5 elementalist levels. The transformation lasts for 1 hour per elementalist level, or untill the elementalist decides to change back. This ability functions like a Polymorph spell, accept the Elementalist gains all supernatural and extraordinary abilities of the elemental form. The Elementalist may take this ability more than once. Each time it is taken, the Elementalist gains the ability to assume the form of an Elemental one size larger than he previously could. You must be at least 10th level to take this ability [b]Energy Resistance[/b]: The elementalist gains resistance 10 to acid, cold, electricity, fire or damage from earth-based sources (such as Earth elementals). This ability may be taken more than once and applies to a different resistance each time. [b]Subtle Correspondence[/b]: The Elementalist learns a number of Subtle Correspondance spells equal to his Charisma bonus. Thease spells may be of any element or level, but if he chooses spells of a level to which he does not yet have access, they are added to his class list and must be learned as normal. This ability may be taken any number of times. [b]Overcome Resistance[/b]: Once per day per five class levels the Elementalist may cast a single spell and have it ignore some degree of energy or elemental resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy or elemental descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast. The Elementalist Spells Per Day Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 +0 +0 +0 +2 Rebuke/Command Elementals 5 3 --- --- --- --- --- --- --- --- 2 +1 +0 +0 +3 6 4 --- --- --- --- --- --- --- --- 3 +1 +1 +1 +3 Elemental Companion 6 5 --- --- --- --- --- --- --- --- 4 +2 +1 +1 +4 6 6 3 --- --- --- --- --- --- --- 5 +2 +1 +1 +4 Elemental Mastery 6 6 4 --- --- --- --- --- --- --- 6 +3 +2 +2 +5 6 6 5 3 --- --- --- --- --- --- 7 +3 +2 +2 +5 6 6 6 4 --- --- --- --- --- --- 8 +4 +2 +2 +6 6 6 6 5 3 --- --- --- --- --- 9 +4 +3 +3 +6 6 6 6 6 4 --- --- --- --- --- 10 +5 +3 +3 +7 Elemental Mastery 6 6 6 6 5 3 --- --- --- --- 11 +5 +3 +3 +7 6 6 6 6 6 4 --- --- --- --- 12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 --- --- --- 13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 --- --- --- 14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 --- --- 15 +7/+2 +5 +5 +9 Elemental Mastery 6 6 6 6 6 6 6 4 --- --- 16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 --- 17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 --- 18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3 19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4 20 +10/+5 +6 +6 +12 Elemental mastery 6 6 6 6 6 6 6 6 6 6 Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 4 2 2 5 2 3 5 3 4 6 3 2 5 6 4 2 6 7 4 2 2 7 7 5 3 2 8 8 5 3 2 2 9 8 5 4 3 2 10 9 5 4 3 2 2 11 9 5 5 4 3 2 12 9 5 5 4 3 2 2 13 9 5 5 4 4 3 2 14 9 5 5 4 4 3 2 2 15 9 5 5 4 4 4 3 2 16 9 5 5 4 4 4 3 2 2 17 9 5 5 4 4 4 3 3 2 18 9 5 5 4 4 4 3 3 2 2 19 9 5 5 4 4 4 3 3 3 2 20 9 5 5 4 4 4 3 3 3 3 [b]Elementalist Spell List[/b] 1st: Air: Feather Fall Obscuring Mist Shocking Grasp Vortex* Earth: Magic Stone Earth Blast* Fire: Burning Hands Faerie Fire Inferno Blast* Water: Grease Obscuring Mist Waterspout* General: Endure Elements, Summon Monster 1 2nd: Air: Fog Cloud Levitate Whispering Wind Wind Wall Earth: Melf’s Acid Arrow Soften Earth and Stone Warp Wood Wood Shape Fire: Fire Trap Flame Blade Flaming Sphere Heat Metal Produce Flame Pyrotechnics Water: Chill Metal Fog Cloud Melf’s Acid Arrow General: Resist Elements, Summon Monster 2 3rd: Air: Fly Gaseous Form Gust of Wind Lightning Bolt Sleet Storm Stinking Cloud Water Breathing Earth: Earth Rupture* Keen Edge Meld Into Stone Root* Rusting Grasp Stone Shape Fire: Fireball Flame Arrow Water: Quench Rusting Grasp Sleet Storm Water Breathing Watery Fist* General: Dispel Magic, Protection From Elements, Summon Monster 3 4th: Air: Air Walk Call Lightning Ice Storm Solid Fog Vacuum Burst* Earth: Spike Stones Stoneskin Fire: Fire Shield Flame Strike (All Fire) Wall of Fire Water: Control Water Ice Storm Solid Fog Wall of Ice General: Summon Monster 4 5th: Air: Cloudkill Control Winds Earth: Earth Wave* Passwall Transmute Mud to Rock Transmute Rock to Mud Wall of Iron Wall of Stone Fire: Bolts of Fire* Water Cloudkill Cone of Cold Transmute Mud to Rock Transmute Rock to Mud General: Lesser Planar Binding, Summon Monster 5 6th: Air: Acid Fog Chain Lightning Control Weather Whirlwind Blast* Earth: Acid Fog Flesh to Stone Move Earth Stone to Flesh Fire: Delayed Blast Fireball Fire Seeds Water: Acid Fog Control Weather Otiluke’s Freezing Sphere General: Greater Dispelling, Planar Binding, Summon Monster 6 7th: Air: Blizzard*, Whirlwind, Wind Walk Earth: Phase Door, Statue, Transmute Metal to Wood Fire: Delayed Blast Fireball, Firestorm, Water: Blizzard* General: Plane Shift (Elemental planes only), Summon Monster 7 8th: Air: Horrid Wilting, Incendiary Cloud Earth: Earthquake, Iron Body, Repel Metal or Stone Fire: Incendiary Cloud Water: Horrid Wilting, General: Greater Planar Binding, Summon Monster 8 9th: Air: Elemental Swarm Earth: Elemental Swarm Fire: Elemental Swarm, Meteor Swarm Water: Elemental Swarm General: Elemental Swarm, Summon Monster 9 [b]Subtle Correspondence Spells[/b]: 0th: Air: Daze, Mage Hand 1st level: Charm Person, Sleep 2nd Level: Detect Thoughts, See Invisibility 3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion 4th level: Charm Monster, Confusion, Scrying, Tongues 5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending 6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis 7th level: Greater Scrying, Insanity, Vision 8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location 9th level: Dominate Monster, Foresight Earth: 0th level: Cure Minor Wounds, Mending 1st level: Cure Light Wounds 2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration 3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease 4th level: Dimensional Anchor, Giant’s Strength*, Superior Endurance*, Sylph’s Grace* 5th level: Cure Serious Wounds, Restoration 6th: Cure Light Wounds, Mass, Hero’s Feast 7th level: Cure Critical Wounds, Tenser’s Transformation 8th level: Cure Moderate Wounds, Mass, Greater Restoration, Regenerate 9th level: Heal Fire: 0th level: Dancing Lights, Flare, Light 1st level: Colour Spray, Faerie Fire 2nd level: Daylight, Shatter 3rd level: Searing Light 4th level: Emotion 5th level: 6th level: Animate Objects, Disintegrate 7th level: Resurrection, Sunbeam, Prismatic Spray 8th level: Prismatic Wall, Sunburst 9th level: Prismatic Sphere, Implosion, True Resurrection Water: 0th: 1st level: Cure Light Wounds, Change Self, Enlarge, Reduce 2nd level: Alter Self 3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease 4th level: Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other 5th level: Cure Serious Wounds, Break Enchantment, Dismissal, 6th level: Antimagic Field, Cure Light Wounds, Mass, Globe of Invulnerability, Greater Dispelling, 7th level: Banishment, Cure Critical Wounds 8th level: Cure Moderate Wounds, Mass, Mind Blank, Polymorph Any Object, Protection From Spells 9th level: Heal, Mordenkainen’s Disjunction, Shapechange [/QUOTE]
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Elementalist Class: Reworked Version. Please Comment(Edited)
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