https://www.dandwiki.com/wiki/Elementalist_(5e_Class)
A human flicks his wrist and a gust of wind blows the tavern door open with a slam. A gnome, enraged by the pompous way a passing noble carries himself, waves her arm lifting a puddle from the ground to drench the noble. An elf sets his fingertips ablaze when the merchant asks for an unfair price. A goliath tapping her toe to some music, leaves a hole in the ground like a crater.
Creating an Elementalist
Quick Build
You can make an Elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage, Soldier, or Outlander background. Third, choose a shortbow and 20 arrows.
hit dice:
1d6
hit points at 1st level:
6+Con Mod
hit points at higher levels:
1d6 (or 4) + con mod per elementalist level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
None
saving throws:
Wisdom, Constutution
skills:
Choose two from Acrobatics, Arcana, Athletics, Medicine, Nature and Perception
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
quarterstaff
(a) shortbow and 20 arrows or (b) two daggers or (c) any simple weapon
an explorer's pack
leather armor
If you are using starting wealth, you have 4d4 x 10 gp in funds.
spellcasting:
https://www.dandwiki.com/wiki/Elementalist_(5e_Class)
Water Bending
Spells
Your connection to the element of water infuses you with the ability to cast certain spells.
Water spell list
1st - create/destroy water, fog cloud
3rd - tidal wave, wall of water, water walk, waterbreathing
4th - control water, watery sphere
8th - tsunami
Ice spell list
1st - frost fingers, ice knife, armor of Agathys
2nd - Snilloc's snowball
3rd - sleet storm
4th - ice storm
5th - cone of cold
6th - investiture of ice, wall of ice
Healer's spell list
2nd - healing spirit
3rd - mass healing word
5th - mass cure wounds
7th - heal
9th - mass heal
Blood spell list
2nd - hold person
4th - blight
5th - dominate person, hold monster
8th - dominate monster
Beginning at 1st level, your skill with bending water allows you to cast create/destroy water and fog cloud using your spell slots. You have access to the Water spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 3rd level, you learn to extend your practice from water to ice. You gain access the Ice spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 7th level, you learn more about the healing properties of water. You gain access to the Healer’s spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 13th level, you can extend your practice to the manipulation of water in blood. You gain access to the blood spell list. Should you choose to learn any of these spells, you must forego learning spells on the Healer’s spell list of 5th level or higher, and must switch out any of spells you have already learned before you can learn a spell from the Blood spell list. Additionally, hold person and hold monster count as a single spell for the purposes of how many spells you can know and learn when you gain a level. Similarly, dominate person and dominate monster count as a single spell.
Elemental Cantrip: Aqua Shaper
At 1st level, you learn the shape water cantrip and can add the following effects to the list of ways you can manipulate water:
You can gather moisture in the air to create up to a gallon of clean water within range.
When you cast this spell, you can blast a forceful shot of water at a creature or object within 30 feet of you. Make a melee or ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.
Fire Bending
Spells
Your connection to the element of fire infuses you with the ability to cast certain spells.
Fire spell list
1st - burning hands, hellish rebuke
2nd - continual flame, flame blade, flaming sphere
3rd - fireball, flame arrows, gaseous form (smoke)
4th - fire shield, wall of fire
5th - flame strike, immolation
6th - investiture of flame
7th - delayed blast fireball, firestorm
8th - incendiary cloud
9th - meteor swarm
Lightning spell list
1st - witch bolt
3rd - call lightning, lightning arrow, lightning bolt
6th - chain lightning
Light spell list
3rd - daylight
5th - wall of light
6th - sunbeam
8th - sunburst
Beginning at 1st level, your skill with bending fire allows you to cast the spells burning hands and hellish rebuke. You have access to the Fire spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 7th level, you learn to harness the fire of lightning. You gain access to the Lightning spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 13th level, you hone into the subtleties of fire and light. As long as your alignment is not evil, you gain access to the Light spell list, and can learn spells from this list as you gain levels as an Elementalist.
Elemental Cantrip: Fire Starter
At 1st level, you learn the control flames cantrip and can cast it as an action or bonus action. It does not count against the number of cantrips you know.
In addition, you learn the produce flames cantrip with the following modifications:
You can cast this spell without verbal components.
In addition to using this spell to make a ranged spell attack, you can also use this spell to make a melee spell attack. On a hit (for both melee and ranged), the target takes 1d10 fire damage. This damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level. Making an attack in this way still ends the spell.
Air Bending
Spells
Your connection to the element of wind infuses you with the ability to cast certain spells.
Wind spell list
1st - feather fall, Zephyr strike
2nd - gust of wind, levitate, skywrite, warding wind
3rd - fly, pulse wave, wind wall
5th - control winds, steel wind strike
6th - investiture of wind, wind walk
7th - whirlwind
8th - control weather
Speed spell list
1st - expeditious retreat, longstrider
3rd - haste
4th - freedom of movement
9th - time stop
Sound spell list
1st - thunder wave, thunderous smite
2nd - shatter, silence
3rd - thunder step
5th - destructive wave
Beginning at 1st level, your skill with bending air allows you to cast the spells feather fall and Zephyr strike. You gain access to the Wind spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 7th level, you learn to harness the speed of the wind. You gain access to the Speed spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 13th level, you learn to harness the soundwaves in the air. You gain access to the Sound spell list, and can learn spells from this list as you gain levels as an Elementalist.
Elemental Cantrip: Wind Wrangler
At 1st level, you gain access to the gust cantrip, and can cast it without verbal components. Additionally, you can add the following effect to the list of ways you can manipulate wind:
You can use your action to create a small whirlwind around an object you can see within range. You can move the object up to 30 feet at a time. You can’t carry more than 10 pounds.
When you cast this spell, you can whip up a burst of wind and launch it at a target 30 feet in front of you to inflict damage. Make a melee or ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.
Earth Bending
Spells
Your connection to the element of earth infuses you with the ability to cast certain spells.
Earth spell list
1st - earth tremor, catapult (rock only)
2nd - Max's earthen grasp
3rd - erupting earth, meld into stone, minute meteors (all damage is bludgeoning)
4th - stone shape, stoneskin
5th - transmute rock, wall of stone
6th - investiture of stone, move earth, bones of the earth
8th - earthquake
9th - meteor swarm
Sand spell list
2nd - dust devil
3rd - sleet storm (sand), tidal wave (sand), wall of sand
4th - control water (sand)
Gravity spell list
1st - magnify gravity
2nd - earthbind
5th - telekinesis
6th - gravity fissure
7th - reverse gravity
9th - ravenous void
Beginning at 1st level, your skill with bending Earth allows you to cast the spells earth tremor and catapult. You gain access to the Earth spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 3rd level, you finetune your skill to bend pieces of earth as small as sand. You gain access to the Sand spell list, and can learn spells from this list as you gain levels as an Elementalist.
Beginning at 13th level, you’ve grown so in tune with the earth that you learn to manipulate gravity. You gain access to the Gravity spell list, and can learn spells from this list as you gain levels as an Elementalist.
Elemental Cantrip: Terra Sculptures
At 1st level, you learn the mold earth cantrip and can add the following effects to the list of ways you can manipulate earth:
You can use your action to break down a 5 foot or smaller stone or rock into sand or dirt. In addition, you can reform sand or dirt into a 5 foot rock or stone. Furthermore, you may mend two pieces of broken rock or stone as per the mending spell.
When you cast this spell, you can hurl loose rocks, dirt, or sand at a target 30 feet in front of you. The object you hurl must be within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 at 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level
class features:
Elemental Binding
At 1st level, you are bound to an element. Choose one of the following to be your primary element: Air, Earth, Fire, or Water. This choice represents a strong affinity with one of the four elements, though you will expand your knowledge to control of other elements as you gain levels as an Elementalist. Your choice grants you special abilities and determines which spells are available to you. Spell lists for each element are outlined at the end of this page.
Cantrips
At 1st level, you know one Elemental Cantrip, determined by your primary element. You learn the other Elemental Cantrips at 5th, 9th, and 13th levels as per the leveling table. You must learn the Elemental Cantrips outlined in this class, and cannot learn other cantrips outside of these four. Additionally, all Elementalist Cantrips require only Somatic components, and ignore Verbal or Material components.
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.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st level Spells as determined by your primary element. You learn one additional spell at each level except at 2nd and 4th levels where you learn zero and two new spells respectively. Each of these Spells must be of a level for which you have Spell Slots.
Additionally, when you gain a level in this class, you can choose one of the Elemental Spells you know and replace it with another spell from your list, which must be of a level for which you have Spell Slots.
Spellcasting Ability
Wisdom is your Spellcasting Ability for your Elementalist Spells, since your control of the elements relies on your ability to tune in with the elements. 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. Additionally, if one of your Elementalist abilities requires a target to make a Saving throw, you use your Spell save DC.
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier= your Proficiency Bonus + your Wisdom modifier
Spellcasting Focus
You have a spellcasting focus for each element (water canteen; flint; jar of sand; bottle of air). When you have your spellcasting focus, you ignore all material components of your Elementalist spells, including those with a cost, because your spellcasting comes from manipulating the elements.
Chi Points
Your ability to tune into the elements around you and tap into their abilities comes from Chi. At 2nd level, you have 2 Chi points. You gain an additional Chi point for each level you gain as an Elementalist. Additionally, Primordial features provide you various ways to utilize this Chi at levels 2, 3, 6, 10, and 14 based on your chosen primary element. You regain all expended Chi points when you finish a long rest.
subclass options:
Elemental Embodiment
At 1st level you learn to speak, read and write in Primordial. Additionally, you gain one of the following benefits based on your chosen primary element:
Water: You learn the healing ways of water. You learn this spell cure wounds and it does not count against your number of known spells. Additionally, you gain a swim speed equal to your walking speed. You can also read and write Aquan.
Fire: You know how to rise from the ashes. When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point, and fire bursts from you in a 5 foot radius. All creatures within range must make a Dexterity saving throw against your spell save DC or take 1d6 fire damage. You regain the ability to use this feature when you finish a long rest. You can also read and write Ignan.
Air: You have unmatched prowess in combat. You gain proficiency with four martial weapons of your choice. In addition, while not wearing armor nor wielding a shield your walking speed increases by 10 ft. You can read and write Auran.
Earth: You become sturdier from studying the way of the Earth. You gain proficiency with medium armor, and your hit die is a d8 instead of a d6. In addition, your Armor Class while not wearing armor nor wielding a shield is equal to 13 + your Wisdom modifier. You can read and write Terran.
| Level | Proficiency Bonus | Chi Bonus | Features | Cantrips Known | Spells Known | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
|---|
| 1 | +2 | - | Spellcasting, Elemental Embodiment Elemental Binding | 1 | 2 | 2 | - | - | - | - | - | - | - | - | |
| 2 | +2 | 2 | Primordial Envy, Primordial Protection | 1 | 2 | 3 | - | - | - | - | - | - | - | - | |
| 3 | +2 | 3 | Primordial Pride | 1 | 3 | 4 | 2 | - | - | - | - | - | - | - | |
| 4 | +2 | 4 | Ability Score Improvement | 1 | 4 | 4 | 3 | - | - | - | - | - | - | - | |
| 5 | +3 | 5 | Extra Attack | 2 | 5 | 4 | 3 | 2 | - | - | - | - | - | - | |
| 6 | +3 | 6 | Primordial Wrath | 2 | 6 | 4 | 3 | 3 | - | - | - | - | - | - | |
| 7 | +3 | 7 | - | 2 | 7 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
| 8 | +3 | 8 | Ability Score Improvement | 2 | 8 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
| 9 | +4 | 9 | - | 3 | 9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
| 10 | +4 | 10 | Widened Temperament, Primordial Backlash | 3 | 10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | |
| 11 | +4 | 11 | - | 3 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
| 12 | +4 | 12 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
| 13 | +5 | 13 | Extra Attack | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
| 14 | +5 | 14 | Widened Temperament, Primordial Senses | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
| 15 | +5 | 15 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 16 | +5 | 16 | Ability Score Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 17 | +6 | 17 | Elemental Summoner | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18 | +6 | 18 | Widened Temperament, Primordial Backlash | 4 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
| 19 | +6 | 19 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 20 | +6 | 20 | One with the Elements | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |