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Elementalist (Class)

AlmirEldignor

Explorer
So I was working on my Arcane Warrior class (should be floating around the forums somewhere, if you're interested) but making the PDF version was giving my nightmares, so I finished my long-WIP Elementalist druid variant. Inspired by one night of being drunk, playing Guild Wars 2 and watching avatar the last airbender, I am 100% confident its broken/OP/unuseable in some way. As always, uses some homebrew spells found here. I may add more specifically for this class, depending on how motivated I am to do so in the future.

Most druids are aware of the delicate balance between the four elements of Air, Earth, Fire, and Water, but elementalists focus on that balance more deeply than other druids. That balance is everything for an elementalist, and as such they draw their magical power directly from the Elemental Planes, rather than nature as a whole. Elementalists use a different spell list than druids and have different features, but follow the same basic guidances as normal druids.

(This is effectively a new class, the only difference being you cannot multiclass into druid and elementalist at the same time, you can only be one or the other. Also, elementalists don't have the usual subclass setup, instead each feature that would normally be granted by the subclass for a druid will have set of choices you make once you reach that level. I've set it up this way for two reasons: 1, no one wants to be 100% locked in to one elemental damage type in order to be effective, and 2, I wanted to to be different (still not sure why, its a lot of trouble)

Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer’s pack, and a druidic focus

Spellcasting
Drawing on the essential power of the elements, you can cast spells that shape the elements to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice 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.
Spell Slots
The Elementalist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these elementalist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spellburning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the elementalist spell list. The Spells Known column of the Elementalist table shows when you learn more elementalist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the elementalist spells you know and replace it with another spell from the elementalist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your elementalist spells, since your magic draws upon your devotion and attunement to the elemental planes. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elementalist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier​
Ritual Casting
You can cast an elementalist spell as a ritual if that spell has the ritual tag and you know the spell.
Spellcasting Focus
You can use a druidic focus (found in chapter 5) as a spellcasting focus for your elementalist spells.

Elemental Shape
Starting at 2nd level, you can use your action to transform into an elemental creature. You can use this feature twice, and you regain expended uses when you finish a short or long rest. Your elementalist level determines the creatures you can turn into:
LevelMax CRExample
2nd1/4Steam Mephit
5th1/2Ice Mephit
8th1Fire Snake
11th2Gargoyle
14th3Water Weird
17th5Salamander
20th6Invisible Stalker
Your Elemental Shape lasts for a number of minutes equal to half your Elementalist level (rounded down). You then revert to your normal form unless you expend another use of this feature.You can also end it early with a bonus action on your turn, and the effect ends if you fall unconscious, are reduced to 0 hit points, or you die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Bonus Cantrips
At 2nd level, you gain two additional cantrips, if you didn't already know them. Choose an element, and learn the indicated cantrips:
Airgust, shocking grasp
Earthmold earth, stonefist
Fireproduce flame, control flames
Waterice jet, shape water
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the elements. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your elementalist level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest For example, when you are a 4th-level elementalist, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Extra Spells I
At 3rd level, you learn additional spells. Choose an element, and learn the indicated spells:
Airarc of lightning, warding wind
Earthearthbind, maximillian's earthen grasp
Fireaganazzar's scorcher, pyrotechnics
Waterlesser restoration, snilloc's snowball swarm
Extra Spells II
At 5th level, you learn additional spells. Choose an element, and learn the indicated spells:
Airfly, wind wall
Eartherupting earth, meld into stone
Firefireball, incinerate
Watermass healing word, tidal wave
Elemental Strike
At 6th level, all of your attacks become infused with the power of the elements. When you hit a creature with a weapon attack (including attacks made in elemental form) deal additional damage. Choose an element. This additional damage is of the indicated type:
Air1d6 Lightning
Earth1d6 Acid
Fire1d6 Fire
Water1d6 Cold
This damage bonus increases to 2d6 at 18th level.

Extra Spells III
At 7th level, you learn additional spells. Choose an element, and learn the indicated spells:
Airfreedom of movement, storm sphere
Earthstone shape, commune with stone
Firefire shield, wall of fire
Waterchilling cloud, ice storm
Extra Spells IV
At 9th level, you learn additional spells. Choose an element, and learn the indicated spells:
Aircloudkill, control winds
Earthstonecrush, wall of stone
Fireflame strike, immolation
Watercone of cold, maelstrom
Empowered Elements
At 10th level, choose an element. When you deal damage with a spell of that element, you add your Wisdom modifier to damage rolls.

Elemental Form Spells
Beginning at 14th level, you can cast many of your elementalist spells in any shape you assume using Elemental Shape. You can perform the somatic and verbal components of an elementalist spell while in an elemental form, but you aren’t able to provide material components. The spell must match the elemental's type (i.e, you can't cast Fire spells in water elemental form. An elemental's type is up to the DM to assign, but should be pretty obvious most times. All elementals have a type, and some (such as mephits) have more than one. For example, a Gargoyle is an earth-type elemental.). The Type for each spell, if it has one, is listed next to it in the Spell List

Elemental Master
At 18th level, choose an element to master. Gain the indicated benefit:
AirYou gain a flying speed equal to your walking speed, and are immune to lightning and thunder damage. When you damage a Large or smaller creature with an Air spell, you can also push it up to 10 feet away. When you damage a creature with an Air spell, reroll any 1's or 2's, and use the new result.
EarthYou have resistance to bludgeoning, slashing, and piercing damage from non-magical weapons, and are immune to poison and disease. When you deal damage with an Earth spell, you can choose to deal the maximum damage instead of rolling. You can use this ability once per long rest.
FireYou are immune to fire and cold damage. At the start of each of your turns, you can cause all creatures within 5 feet of you to make a Dexterity saving throw, taking 2d6 Fire damage on a failed save. When you deal damage with a Fire spell, you can choose to deal the maximum damage instead of rolling. You can do this once per long rest.
WaterYou are immune to poison and disease, and you regain 1d12 hit points at the start of each of your turns, as long as you have at least one hit point, and are not above half you hit point maximum. When you use a Water spell to restore hit points to a creature, the creature gains additional hit points equal to 5 + half your Elementalist level. When you use a Water spell to damage or restore hit points to a creature, reroll any 1's or 2's, and use the new result.
Masterful Elemental Shape
At 18th level, you can expend two uses of Elemental Shape to transform into a Greater Elemental. Once you have used this ability, you must complete a long rest before you can use it again.

Grandmaster Elementalist
At 20th level, you can use your Elemental Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your elementalist spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal form and your elemental form.


Elementalist Spell List
* = Homebrew Spell
** = Elemental Evil Spell
^ = Ritual Spell

Cantrips

Control Flames (Fire)**
Create Bonfire (Fire)**
Druidcraft (None)
Firebolt (Fire)
Frostbite (Water)**
Gust (Air)**
Ice Jet (Water)*
Lightning Lash (Air)*
Magic Stone (Earth)**
Mold Earth (Earth)**
Produce Flame (Fire)
Ray of Frost (Water)
Shape Water (Water)**
Shocking Grasp (Air)
Static Shock (Air)*
Stonefist (Earth)*
Thunderclap (Air)**

1st Level
Absorb Elements (None)**
Burning Hands (Fire)
Chromatic Orb (All)
Create or Destroy Water (Water)
Cure Wounds (Water)
Earth Tremor (Earth)**
Expeditious Retreat (Air)
Faerie Fire (Fire)
Feather Fall (Air)
Fog Cloud (Water/Air)
Fire Arrow (Fire)*
Grease (Water/Earth)
Ice Knife (Water)**
Jump (Air)
Longstrider (Air)
Scorching Burst (Fire)*
Summons (None)*
Thunderwave (Air)
Witch Bolt (Air)

2nd Level
Aganazzar's Scorcher (Fire)**
Arc of Lightning (Air)*
Binding Winds (Air)*
Continual Flame (Fire)
Creeping Cold (Water)*
Dust Devil (Air/Earth)**
Earthbind (Earth)**
Flame Blade (Fire)
Flaming Sphere (Fire)
Gust of Wind (Air)
Heat Metal (Fire/Earth)
Icy Rays (Water)*
Lesser Restoration (Water)
Levitate (Air)
Maximillian's Earthen Grasp (Earth)**
Melf's Acid Arrow (Earth)
Misty Step (Water/Air)
Protection from Poison (Earth)
Pyrotechnics (Fire)**
Scorching Ray (Fire)
Shatter (Air/Earth)
Silence (Air)^
Spike Growth (Earth)
Skywrite (Water/Air)^**
Snilloc's Snowball Swarm (Water)**
Warding Wind (Air)**

3rd Level
Acid Sheath (Earth/Water)*
Call Lightning (Air)
Chill Strike (Water)*
Elemental Weapon (All)
Erupting Earth (Earth)**
Fireball (Fire)
Flame Arrows (Fire)**
Fly (Air)
Gaseous Form (Air/Water)
Haste (Air)
Incinerate (Fire)*
Lightning Arrow (Air)
Lightning Bolt (Air)
Mass Healing Word (Water)
Meld into Stone (Earth)^
Melf's Minute Meteors (Fire/Earth)**
Protection from Energy (All)
Sleet Storm (Water)
Slow (Air/Earth)
Tidal Wave (Water)**
Wall of Sand (Earth)**
Wall of Water (Water)**
Water Breathing (Air/Water)^
Water Walk (Water)^
Wind Wall (Air)

4th Level
Blight (Water)
Chilling Cloud (Water)*
Commune with Stone (Earth)*
Conjure Minor Elementals (All)
Control Water (Water)
Elemental Bane (None)**
Fire Shield (Fire)
Freedom of Movement (Air)
Ice Storm (Air)
Rimefire Arrow (Water)*
Shout (Air)*
Stone Shape (Earth)
Stoneskin (Earth)
Storm Sphere (Air)**
Vitriolic Sphere (Earth/Water)**
Watery Sphere (Water)**
Wall of Fire (Fire)

5th Level
Cloudkill (Earth/Air)
Cone of Cold (Water)
Conjure Elemental (All)
Control Winds (Air)**
Fire Seeds (Fire)*
Flame Strike (Fire)
Immolation (Fire)**
Maelstrom (Water)**
Meteor Strike (Earth/Fire)*
Passwall (Earth)
Stonecrush (Earth)*
Swift Quiver (Air)
Telekinesis (Air)
Transmute Rock (Earth)**
Wall of Stone (Earth)

6th Level
Bones of the Earth (Earth)**
Chain Lightning (Air)
Disintegrate (Earth)
Flesh to Stone (Earth)
Heal (Water)
Investiture of Flame (Fire)**
Investiture of Ice (Water)**
Investiture of Stone (Earth)**
Investiture of Wind (Air)**
Move Earth (Earth)
Otiluke's Freezing Sphere (Water)
Primordial Ward (All)**
Wall of Ice (Water)
Wind Walk (Air)

7th Level
Adamantine Body (Earth)*
Avasculate (Water)*
Ball Lightning (Air)*
Delayed Blast Fireball (Fire)
Fire Storm (Fire)
Regenerate (Water)
Whirlwind (Air)**

8th Level
Abi-Dalzim's Horrid Wilting (Water)**
Control Weather (Air/Water)
Earthquake (Earth)
Incendiary Cloud (Fire)
Polar Ray (Water)*
Tsunami (Water)

9th Level
Meteor Swarm (Earth/Fire)
Power Word Heal (Water)
Storm of Vengeance (Air/Water)

As always let me know what you think, tell me what I messed up/left unfinished, whats broken as all hell, etc, etc, etc.

Protip: I suspect it'll be the water or earth mastery feature thats too op, or just the fact that they're all 18th level not 20th, but its too late at night for me to think up solutions for this myself :s
 

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