D&D 4E Homebrew Simple Spell-less Spellcaster: the Elementalist (4e)

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I think there's design space for elemental warlock and sorcerer, and indeed, sorcerers and warlock should have a greater need of Con in their design. Something like letting the sorcerer regain 1+Con sorcery points per short rest 1/day.

But his here class as one big design goal: be a simple, flavorful ''pew-pew'' class that feels like a mage without spells slots. So I cant make it a warlock or sorcerer subclasses, nor can I add spells as ''invocations'', because that would mean giving'em spells that my players would need to learn and manage, and that's not something they (some, not all) like.

Now, do you think it would be more fun to have the bolt deal 2d6 and with more 2d6 added at level X, Y, Z or keep the 1d12? Which has the more ''chaotic'' feel? And what if Escalation were 3d4 instead of d10s?
 

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NotAYakk

Legend
The idea I had was one of the "elemental origins" would be simple. So maybe nix Mage buffing?

Mage escalations. Instead of vs AC, some trigger saves. Take half damage on successful save.

Fire: 20' diameter sphere, Dex save.
Water: ice lances at 2 targets. Dex save.
Air: Zypher. Target makes a Str save, or is lifted 10' and its speed is reduced to zero. It makes attacks at disadvantage, and attacks on it are at advantage.
Earth: Shockwave. 5' wide, everyone must make a Str save ot be pushed 20' back and knock prone.
 


NotAYakk

Legend
Elemental Origin:
At 1st level, select how you gained your elemental powers. Your choices are Mage (via Study), Blood (via ancestry), or Artifact (via exposure to an artifact charged with elemental energy).

This choice modifies how you express your elemental magic.

Elemental Alignment:
At 1st level, select which element you are aligned to. Your choices are Fire, Water, Earth and Air. These align with the damage types Fire, Cold, Thunder and Lightning. Your Elemental Bolt and other powers will refer to this damage type.

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Elemental Defences

At 1st level you can use elements to bolster your defences. When not wearing armor, or using a shield, you can do one of the following, as determined by your Elemental Alignment:

Fire: As a reaction when hit by an attack you can blast your attacker with fire. They must make a Dex save, and on failure, you deal Elemental Bolt damage and the attacker must reroll their attack. You can use this once, plus once per 2 elementalist levels, between short or long rests.

Earth: You can harden your flesh. After a long rest, or as an Action, you can gain 4 plus twice your Elementalist level in temporary HP. If you use this ability as an Action, until the end of your next turn you have Resistance to all damage, Advantage on Con and Str saving throws, and attacks on you have disadvantage.

Air: The very wind protects you. You may choose to calculate your AC as 10 + Intelligence Bonus + Dexterity Bonus. In addition, as a bonus action you can create a ward of wind in an empty hand; until you use the hand for something else, you gain a +2 AC bonus.

Water: When you are wounded, your control over water lets you patch up your wounds. When you take damage, you can gain temporary HP equal to half of the damage you took. You can do this once, plus another time for every 2 elementalist levels, between short or long rests.

Design Notes: These are intended to give the character flavourful defences.

Fire is pyrrhic defence. Earth is a pseudo-dodge action that pseudo-buffs your HP from a d6 to a d10. Air is classic "unarmored AC" with a pseudo-shield. Water is a bit like the Rogue's uncanny dodge, but it doesn't use reactions, and it only protects you from the next attack.

The "Artifact" origin would be the melee gish, and would have a Int+Con AC calculator, but wouldn't have the ward.

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Shaped Escalation

Starting at level 3 as an Elementalist Mage you can shape your escalations. As an action you can consume a use of Elemental Escalation in order to do one of the following effects, as determined by your Elemental Alignment:

Fire: Select a point within Elemental Bolt range. An explosion of fire occurs there. All creatures in a 10' radius sphere must make a Dex save or take your Elemental Bolt plus Escalation fire damage, save for half damage. In addition, unattened flammable objects ignite.
Water: Select up to 2 targets within Elemental Bolt range. An icicle flies from your hand and attempts to pierce them. Each target must make a Dex save or take Elemental Bolt plus Escalation cold damage, and on a successful save takes half damage
Air: Select a target; they are surrouned by a small Tornado. They must make a Str save or take Elemental Bolt plus Escalation lightning damage and be lifted 10' into the air until the end of your next turn, at which point they are lowered 10' and then dropped. While lifted in the air, their speed is reduced to 0, their attacks and Dex saving throws are at disadvantage, and all attacks on them are at advantage. If they succeed on the Str save, they are not lifted, and they take half damage.
Earth: You create a Shockwave that is 5' wide and as long as your Elemental Bolt range projecting out from your hand. All creatures in the Shockwave must make a Str save or take Elemental Bolt plus Escalation Thunder damage and be pushed 10' back and knocked prone. On a successful save, they take half damage and are not pushed or nocked prone.

(I think Water is lackluster; I revised it below)
 
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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
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Shaped Escalation

Starting at level 3 as an Elementalist Mage you can shape your escalations. As an action you can consume a use of Elemental Escalation in order to do one of the following effects, as determined by your Elemental Alignment:

Fire: Select a point within Elemental Bolt range. An explosion of fire occurs there. All creatures in a 10' radius sphere must make a Dex save or take your Elemental Bolt plus Escalation fire damage, save for half damage. In addition, unattened flammable objects ignite.
Water: Select up to 2 targets within Elemental Bolt range. An icicle flies from your hand and attempts to pierce them. Each target must make a Dex save or take Elemental Bolt plus Escalation cold damage, and on a successful save takes half damage
Air: Select a target; they are surrouned by a small Tornado. They must make a Str save or take Elemental Bolt plus Escalation lightning damage and be lifted 10' into the air until the end of your next turn, at which point they are lowered 10' and then dropped. While lifted in the air, their speed is reduced to 0, their attacks and Dex saving throws are at disadvantage, and all attacks on them are at advantage. If they succeed on the Str save, they are not lifted, and they take half damage.
Earth: You create a Shockwave that is 5' wide and as long as your Elemental Bolt range projecting out from your hand. All creatures in the Shockwave must make a Str save or take Elemental Bolt plus Escalation Thunder damage and be pushed 10' back and knocked prone. On a successful save, they take half damage and are not pushed or nocked prone.

Yup, I'm stealing those.
 

NotAYakk

Legend
Water looks like the weakest. How about some minion clearing?

Water: Select up to 4 targets within Elemental Bolt range. An icicle flies from your hand and attempts to pierce them. Each target must make a Dex save or take Elemental Bolt cold damage; if you selected 2 or fewer targets they also take your Escalation damage. On a successful save, they take half damage.

Or some utility:

Water: Select up to 2 targets within Elemental Bolt range. An icicle flies from your hand and attempts to pierce them. Each target must make a Dex save or take Elemental Bolt plus Escalation cold damage and have their speed reduced to 0 until the end of your next turn. On a successful save they take half damage, and their speed is not reduced.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Water looks like the weakest. How about some minion clearing?

Water: Select up to 4 targets within Elemental Bolt range. An icicle flies from your hand and attempts to pierce them. Each target must make a Dex save or take Elemental Bolt cold damage; if you selected 2 or fewer targets they also take your Escalation damage. On a successful save, they take half damage.

Or some utility:

Water: Select up to 2 targets within Elemental Bolt range. An icicle flies from your hand and attempts to pierce them. Each target must make a Dex save or take Elemental Bolt plus Escalation cold damage and have their speed reduced to 0 until the end of your next turn. On a successful save they take half damage, and their speed is not reduced.
I changed the water escalation to be a summoned downpour in a cylinder that stuns the targets.

I also changed a little the description to insist on the ''learned magic'' side of the class.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Stun is really, really strong. Does it lose escalation damage?

I mean, the Tornado from air is already probably too good.

its a stun against a strong save in a small zone, and it last only for a round. Its good, but not overpowering, just look at what a monk can do round after round for a really low cost.

Same thing for the tornado: its only two target that might be strong against melee-only creatures, but its not that powerful other than that.

I'll checkto tweak them a little later today.
 

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