Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
I recently noticed (with the use of the old off-line 4e Character Builder) that 4e powers make good class/subclasses features when you change them to fit the maths of 5e. Also, some of my players love the idea of spellcasting but find the idea of having to learn and juggle the spells descriptions very difficult and would prefer a simpler ''at-will'' spellcaster no more complicated than a rogue, lets say. So I had the idea to create a new class with the 4e Elementalist, a simpler sorcerer variant from Heroes of Elemental Chaos.
The Elementalist
Disdaining the restrained framework of theories of modern magic and sympathetic principles, elementalists learn to seize the raw stuff of creation with simple force of will, bending the elements to their whim. Elementalist mages might fashion whips or darts out of earth, create shields and armor from fire and ashes, or inundate their enemies beneath torrents of water.
Since elementalists arise from very different and eccentric magic-using traditions, other users of arcane power shun them. These mages practice their arts in isolated libraries, secretive cabal, and occasionally distant schools from the land of genies. Often accused of being more reckless and destructive than other kinds of mages, elementalists in turn sneer at spellcasters who seek to keep a safe distance when creating tools and systems for shaping magic. To elementalists, the only right way to learn magic is to dive in headlong and seize energies with both hands. Some believe that elementalists are prone to evil or that they revel in the reckless destruction of their mad science, but neither assertion is necessarily true. Like more conventional arcane magic, the elementalist’s magic is a tool—and like any tool, it can be turned to evil ends or to good.
1st:
Elemental Ability
Intelligence is your elemental powers ability for your elementalist features, since you learn your energy bending powers through rigorous study and memorization. You use your Intelligence whenever a feature refers to your elemental powers ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an elemental power you manifest.
Elemental save DC = 8 + your proficiency bonus + your Intelligence modifier
Elemental Bolt: You learn to use bolts of pure elemental energy as a weapon. This weapon is a ranged spell attack using your elemental ability (1d20+prof+Int) with a range of 30/45 ft. It deals 1d12+Int damage on a hit, with the type depending of your elemental studies. The damages increase to 2d12 at 5th level, 3d12 at 9th , 4d12 at 13th and 5d12 at 17th.. For the purpose of counter-spells and anti-magic effect, this attack count as a spell with a spell level of 1.
Hardened: While you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Elemental Studies: You choose an elemental studies from the list: Fire, Water, Earth and Air.
2nd: Elemental Resilience: You gain Resistance to the element of your studies and another from: fire, cold, acid, lightning. At level 14 it increases to become immunity.
3rd: Elemental Escalation (1 use): You gain the ability to unleash a chaotic elemental surge associated with your specialty: air, earth, fire, or water. Once per round, as an action, you can make a special elemental bolt enhanced with pure primordial energy. This bolt deal an extra its normal damage plus 3d4 in a range given by your elemental study. The extra damage increases to 6d4 at 10th level and 9d4 at 15th. You cannot use it again until you take a short or long rest.
4th: ASI
5th: Elemental Might: Increase the damage dealt by elemental powers by your Con mod.
6th: Elemental Studies feature
7th: Elemental Escalation (2 uses)
8th: ASI
9th: Drain Energy: As a reaction when you take fire, cold, acid or lightning damage, you can gain resistance to the damage and gain THP equals to your elementalist levels. Also, the first time you hit with an elemental bolt on your next turn, the target takes an extra 1d6 damage of the triggering type. You can use this feature a number of time equals to your Int mod before taking a long rest.
10th: Elemental Affinity: You have Advantage on persuasion, intimidation and insight check against elemental. You also ignore resistance to the element of your studies.
11th: Elemental Might: The bonus to damage of your elemental might increases to Con mod+2
12th: ASI
13th: Elemental Escalation (3 uses)
14th: Elemental Studies feature
15th: Chaos Sanctuary: Elementals have difficulty harming you. If an elemental targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your elemental save DC (an elemental needn't make the save when it includes you in an area effect). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An elemental is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
16th: ASI
17th: Elemental Might: Increase the damage dealt by elemental powers by your Con mod+4
18th: Instill Vulnerability: When an enemy is hit by your Elemental Escalation, if becomes vulnerable to your element until the start of you next turn.
19th : ASI
20th: Elemental Savant: You Ignore immunities to the element of your studies. You can also take the form of a fire, water, earth or air elemental as an action.
The Elementalist
Disdaining the restrained framework of theories of modern magic and sympathetic principles, elementalists learn to seize the raw stuff of creation with simple force of will, bending the elements to their whim. Elementalist mages might fashion whips or darts out of earth, create shields and armor from fire and ashes, or inundate their enemies beneath torrents of water.
Since elementalists arise from very different and eccentric magic-using traditions, other users of arcane power shun them. These mages practice their arts in isolated libraries, secretive cabal, and occasionally distant schools from the land of genies. Often accused of being more reckless and destructive than other kinds of mages, elementalists in turn sneer at spellcasters who seek to keep a safe distance when creating tools and systems for shaping magic. To elementalists, the only right way to learn magic is to dive in headlong and seize energies with both hands. Some believe that elementalists are prone to evil or that they revel in the reckless destruction of their mad science, but neither assertion is necessarily true. Like more conventional arcane magic, the elementalist’s magic is a tool—and like any tool, it can be turned to evil ends or to good.
Hit Points Hit Dice: 1d6 Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per elementalist level after 1st |
Proficiencies Armor: none Weapons: daggers, darts, slings, quarterstaffs, spears, light crossbows Tools: none Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Intimidate, Investigation, Medicine, Nature, and Religion. |
Elemental Ability
Intelligence is your elemental powers ability for your elementalist features, since you learn your energy bending powers through rigorous study and memorization. You use your Intelligence whenever a feature refers to your elemental powers ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an elemental power you manifest.
Elemental save DC = 8 + your proficiency bonus + your Intelligence modifier
Elemental Bolt: You learn to use bolts of pure elemental energy as a weapon. This weapon is a ranged spell attack using your elemental ability (1d20+prof+Int) with a range of 30/45 ft. It deals 1d12+Int damage on a hit, with the type depending of your elemental studies. The damages increase to 2d12 at 5th level, 3d12 at 9th , 4d12 at 13th and 5d12 at 17th.. For the purpose of counter-spells and anti-magic effect, this attack count as a spell with a spell level of 1.
Hardened: While you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Elemental Studies: You choose an elemental studies from the list: Fire, Water, Earth and Air.
2nd: Elemental Resilience: You gain Resistance to the element of your studies and another from: fire, cold, acid, lightning. At level 14 it increases to become immunity.
3rd: Elemental Escalation (1 use): You gain the ability to unleash a chaotic elemental surge associated with your specialty: air, earth, fire, or water. Once per round, as an action, you can make a special elemental bolt enhanced with pure primordial energy. This bolt deal an extra its normal damage plus 3d4 in a range given by your elemental study. The extra damage increases to 6d4 at 10th level and 9d4 at 15th. You cannot use it again until you take a short or long rest.
4th: ASI
5th: Elemental Might: Increase the damage dealt by elemental powers by your Con mod.
6th: Elemental Studies feature
7th: Elemental Escalation (2 uses)
8th: ASI
9th: Drain Energy: As a reaction when you take fire, cold, acid or lightning damage, you can gain resistance to the damage and gain THP equals to your elementalist levels. Also, the first time you hit with an elemental bolt on your next turn, the target takes an extra 1d6 damage of the triggering type. You can use this feature a number of time equals to your Int mod before taking a long rest.
10th: Elemental Affinity: You have Advantage on persuasion, intimidation and insight check against elemental. You also ignore resistance to the element of your studies.
11th: Elemental Might: The bonus to damage of your elemental might increases to Con mod+2
12th: ASI
13th: Elemental Escalation (3 uses)
14th: Elemental Studies feature
15th: Chaos Sanctuary: Elementals have difficulty harming you. If an elemental targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your elemental save DC (an elemental needn't make the save when it includes you in an area effect). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An elemental is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
16th: ASI
17th: Elemental Might: Increase the damage dealt by elemental powers by your Con mod+4
18th: Instill Vulnerability: When an enemy is hit by your Elemental Escalation, if becomes vulnerable to your element until the start of you next turn.
19th : ASI
20th: Elemental Savant: You Ignore immunities to the element of your studies. You can also take the form of a fire, water, earth or air elemental as an action.
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