QB's Elementalism Project

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First Post
So, Elemental Magic is one of the biggest and most archetypical kinds of magic, but it's never been one that D&D has spent a great deal of effort working on.


Elementalist Wizards appeared as a new form of specialist wizard in AD&D's Tome of Magic, being divided into the opposing groups of Earth, Air, Water and Fire. There is also, technically, the Wu-Jen, whose powers are thematically supposed to draw from calling upon the five elements of the Wu Xing - Fire/Earth/Wood/Metal/Water - but who in practice... haven't been very elemental focused. Neither of these received a great deal of attention.


Pathinder, meanwhile, has also done elementalist wizard archetypes; the four "classics" in its Advanced Player's Guide and the "eastern" Wood and Metal Elementalists in Ultimate Magic.


Now, since elemental magic is so iconic, I really want to take a shot at creating more such options for arcanists in D&D. Although more spells is definitely something I want to approach - everyone knows how gimped an element-focused evoker or dragon sorcerer is if they don't choose fire - my first and foremost thought is to focus on new arcanist subclasses to use said spells.


I will admit a certain personal investment in this, as such classes would be very useful for my Malebolge seting of post-fantasy apocalyse. But I want these to be of general use to anyone, and frankly I work better with people to discuss with and bounce ideas off of, so I invite all who're interested to share with me.


As a head's up, I am really not invested in Planescape's Elemental, Paraelemental and Quasielemental Planes setup. The Elemental Powers trope is so diverse for a reason, and I see no reason to not embrace the possibility of things like wood elementalists or sun/moon/star elementalists. All that matters is that they can be made sufficiently strong to stand up.
 

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Let's start things off with the Wizard, seeing as how this is the only one I have actual sub-classes written up for.

The Elementalist, with each "kind" being handled as its own different subclass, is obviously a strong example of the elemental wizard, and I'm not sure what other fields there for elementalist wizards.

Well, I suppose that maybe the Wu Jen could fall into this, but seeing as how it's supposed to draw from all five elements in kind, and/or to have monkly abilities, I'm not sure how to begin pursuing it.

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Elementalist
One of the oldest forms of wizardry, the Elementalist is a spellcaster who studies the magical energies inherent in one of the elements, learning to master that element to the utmost degree. Although the term is collective, elementalists favor mastery of one specific element, even if they may learn spells from many.

Earth
2nd level Feature: Speak To Stone
Your ability to commune with the elemental earth around you enhances your perception of the world. You gain Tremorsense to a range of 30 feet. Additionally, whenever you make an Intelligence (History) check related to the origin of stonework, you are considered Proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

6th level Feature: Hardened Skin
Through your elemental affinity, you draw strength from the earth, fortifying you against violence. You increase your Armor Class by +1.

10th level Feature: Mountain's Heart
With the strength of the earth thundering through your veins, your ability to draw upon its energy is hard to stifle. Concentration Checks provoked by taking damage use the lower DC of 10 OR half the damage you took, instead of the higher DC as is normal.

14th level Feature: Move Through Stone
When you speak, the earth listens, allowing you to move through solid stone as if it were air. You gain a Burrow speed of 30 feet; if you already have a Burrow speed due to a racial trait or magical item, it increases by +10 feet.


Air
2nd level Feature: Call the Storm
Your increased understanding of the secrets of elemental air enhances your adeptness at deploying its fury. You may add your Intelligence modifier + 1/2 your level to the damage roll for any spell dealing Lightning or Thunder damage.

6th level Feature: Slipstream
Calling the wind around yourself allows you to move with greater speed and buoy yourself further when you leap. Increase your default movement speed by +5 feet. Additionally, you always count as having a running start whenever you try to jump.

10th level Feature: Warding Winds
A veil of elemental air shields you from the tempest's fury and wards against projectiles. You gain Resistance to Lightning damage and Thunder damage, and increase your Armor Class by +1 against ranged attacks.

14th level Feature: Ride the Wind
Your mastery over the wind and air allows you to surround yourself with arcane currents that carry you aloft as you will. You gain a Fly speed of 30 feet; if you already have a Fly speed as a result of a magical item or a racial trait, you increase your Fly speed by +10 feet.


Water
2nd level Feature: Aquamancer's Bounty
Your attunement to water at its most primal level ensures that you can always have water at hand to fuel your spells. You gain the Shape Water cantrip and can cast Create or Destroy Water once per short rest without using a spell slot; when used through this trait, you can only cast it in its Create Water format, and your free spell slot can be cast at equal to or lower than the maximum level of spell slot you have available.

6th level Feature: Rebirth to the Wave
Attuning yourself to elemental water reshapes you, rendering you better suited for survival underwater. You gain a Swim speed of 30 feet, the Amphibious trait, and Resistance to Cold. If you already have a Swim speed from either a racial trait or a magical item, it increases by +10 feet. Amphibious allows you to breathe air and water with equal ease.

10th level Feature: Gift of Water Breathing
Your affinity for elemental water is such that you can share your blessings with others, to a degree. All allies within a radius of 10 feet times your level gain the Amphibious trait as long as they remain in that area.

14th level Feature: Sculptor of the Fluid Medium
Controlling water comes second nature to you, enhancing your ability to sustain multiple uses of it at the same time. When you are Concentrating on a spell that manipulates water, such as Shape Water, Wall of Water or Watery Sphere, you can cast a second spell without disrupting your Concentration, so long as this second spell also revolves around creating water or ice, such as Tidal Wave of Snilloc's Snowball Swarm.


Fire
2nd: Roaring Conflagration
When you inflict Fire damage with a spell, you inflict bonus Fire damage equal to your Intelligence modifier.

6th: Douse the Embers
You gain Resistance to Fire Damage. If you already have Resistance to Fire, you further reduce all Fire type damage inflicted on you by an amount equal to your Intelligence modifier plus your level.

10th: Shape the Flame
As an action, you can manipulate fire within 30 feet of you. You can transfer fire from one source of flammable material to another, causing it to spread, or you can extinguish it, or you can gather it into your hands. If you gather the fire into your hands, you can then use a bonus action to cast a Burning Hands spell. This bonus spell does not use one of your spell slots, but is cast at its default caster level.

14th: Eternal Inferno
When you cast a spell with the Concentration trait that inflicts Fire damage, you can cast a second spell without breaking your Concentration, so long as the second spell also inflicts fire damage.


Metal
2nd level Feature: Strength Through Steel
Attuned to the element of metal, you are more adept at wielding its physical manifestations than most wizards. You gain Proficiency in Medium Armor and Martial Melee Weapons. In a game that uses Firearms, at the DM's discretion, you may also gain Proficiency with Firearms.

6th level Feature: Thy Weapon, Thy Wand
Blades bearing metal can serve as a conduit for elemental energy, a trick you have mastered to hone your own arcane powers. Whilst carrying a magical melee weapon that you have attuned yourself to, you gain a bonus to spell attack rolls and spell damage rolls. The bonus is determined by the weapon's rarity; +1 for an Uncommon weapon, +2 for a Rare weapon, and +3 for a Very Rare weapon.

10th level Feature: Unyielding Will, Inviolate Flesh
A master of elemental metal can strengthen and repair armor, rendering themselves far harder to hurt. When wearing magical Medium Armor or Heavy Armor, you can spend a spell slot to increase its Armor Class for 1 minute. The bonus is equal to the level of the spell-slot spent.

14th level Feature: Master of the Crucible
Such is your mastery of the elemental aspects of metal that you can wield affiliated elemental energies for offense or defense. At the end of a long rest, you may choose one elemental energy from the list below; until you change elements, you gain Resistance to damage of that element and spells you cast that inflict that kind of damage gain bonus damage equal to your Intelligence modifier.

  • Acid
  • Fire
  • Lightning


Wood
2nd level Feature: Expanded Spell List
An elementalist wizard studies the magical energies associated with and shaped by their chosen element, granting them access to an array of spells that normally lies beyond the reach of conventionally practiced wizards. The following spells are added to the spell list of a wizard of this elemental school:

  • 0: Shillelagh, Thorn Whip
  • 1: Entangle, Goodberry, Cure Wounds
  • 2: Barkskin, Protection from Poison, Spike Growth
  • 3: Plant Growth, Speak with Plants
  • 4: Grasping Vine
  • 5: Tree Stride, Mass Cure Wounds
  • 6: Transport via Plants, Wall of Thorns
  • 7: Resurrection

2nd Level Feature: Scholar of Life
As part of your elemental studies, you learn to understand how the natural world works and how it can interact with beings of flesh. You gain Proficiency in the use of the Herbalist kit and on Wisdom (Medicine) checks.

6th Level Feature: Harbinger of Regrowth
Studying the elemental energies underlying vegetation allows you to apply their own hardiness to yourself and your allies. You gain Resistance to Poison damage and have Advantage on saving throws against Poison and Disease. Additionally, by touching a creature, you can spend an action to end any disease or ongoing poison effect that they are suffering from. You can use this trait a number of times equal to your Intelligence modifier (minimum of 1), and then must take a long rest before you can use it again. Each time this trait is used, you end one specific disease or poison effect that the target is suffering.

10th Level Feature: Warp Wood
Your understanding of the elemental energies inherent in plantlife allows you to manipulate wood and vegetation through sheer act of will. You are unimpeded by difficult terrain based on dense vegetation, and in such environments you benefit from the effects of a Pass Without Trace spell. By touching a wooden object or a piece of living timber, you can shape it as you wish; this requires an action and affects a 5ft by 5ft cube of material each time.

14th Level Feature: Floral Apotheosis
Your studies have unlocked the deeper secrets of elemental wood, imbuing you with the sheer vitality of the mightiest trees. When you have been reduced below half of your maximum hit points, you regain Intelligence modifier (minimum of 1) hit points each round until you have returned to half of your maximum hit points. Additionally, your lifespan increases 10fold; you live ten times longer than is normal for your race, and you physically age only 1 year for every 10 years that you have been alive.
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Warlocks... I'm not really sure what to do for these guys in regards elemental power.
The clearest idea I have for these guys is the Primordial Patron, based on the entities who replaced the Archomentals in 4th edition. This would be a very different sort of elementalist, as a "proper" Primordial patron would focus more on the Elemental Chaos - on the ability to blend and transmute elemental substances and energies, rather than on mastery over a single specific kind of elemental force. This is a distinctive idea and one that'd definitely stand up on its own, but it's one I don't really know where to begin pulling off.


There is also, I suppose, the option of making individual Primordial Patrons and giving powers based on them. For example, Maul-Tar the Thunder Serpent may give powers relating to thunder and lightning.


I think I also dimly remember having "apocalyptic" Warlock patrons based around the ideas of consuming the world in either fire or ice... I don't know, this is an angle I really need help with.
 

Sorcerers... if there's a class better suited for elemental magic, I don't know it. I've got a bundle of different elemental sorcerer archetypes named in my Malebolge setting... the problem is that I have absolutely no idea how to pull them off, especially when it comes to making them feel different to their Wizard equivalents.


The specific archetypes I named, as I remember them, were:
Earthbones - Earth
Firebreaths - Fire
Icehearts - Ice
Greenbloods - Wood/Plant
Rotheats - Decay/Fungus (necrotic+plant overlap)


I could dearly use some help in working on these and making them come to life.
 

So, Elemental Magic is one of the biggest and most archetypical kinds of magic, but it's never been one that D&D has spent a great deal of effort working on.
Elementalist Wizards appeared as a new form of specialist wizard in AD&D's Tome of Magic, being divided into the opposing groups of Earth, Air, Water and Fire. There is also, technically, the Wu-Jen, whose powers are thematically supposed to draw from calling upon the five elements of the Wu Xing - Fire/Earth/Wood/Metal/Water.
The classic elements were also Spheres in 2e, IIRC, and Domains in later eds. In 3e & 4e you could use various feats and the like to construct 'builds' around an element, if you wanted. Post-Essentials, there as a whole book, Heroes of the Elemental Chaos, with elemental options: classes focused on the elements or an element (most notably, IMHO, a Sorcerer sub-class that focused on an element, and was a powerful, 'simple' striker with strong at-wills, no choice of encounter powers, and no dailies, in the mold of the martial sub-classes in HotFL), elemental Themes, including single-element affinities and even the Primordial Adept, linked to the godlike elementals who were the runners up in the Dawn War, feats, elemental familiars, etc, etc...

In 5e, the Dragon Sorcerer is a modest stab at the elementalist concept, though it's best-supported for the Red Dragon Scion (ie fire) option.

Now, since elemental magic is so iconic, I really want to take a shot at creating more such options for arcanists in D&D. Although more spells is definitely something I want to approach - everyone knows how gimped an element-focused evoker or dragon sorcerer is if they don't choose fire - my first and foremost thought is to focus on new arcanist subclasses to use said spells.
Expanding spell choices appropriate to different elements would be one way to go. Another would be a Dragon Sorcerer feature or a feat that allowed an elemental-specialist caster to change damage types of his spells to match his elemental affinity (perhaps at the price of not being able to change them back, or even not being able to use an 'opposed' element, at all).

I will admit a certain personal investment in this, as such classes would be very useful for my Malebolge seting of post-fantasy apocalyse. But I want these to be of general use to anyone
Sounds very reasonable.

The Elemental Powers trope is so diverse for a reason, and I see no reason to not embrace the possibility of things like wood elementalists or sun/moon/star elementalists. All that matters is that they can be made sufficiently strong to stand up.
Have you read Jim Butcher's Chronicles of Alera (the first book or two, anyway)? Interesting take on Elemental magic doing more than just controlling the base element in obvious blasty ways. Air, Earth, Fire, Water, Metal, Wood.
 

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