The Elementalist


Unleash the powers of the elements with this new class for the World’s Greatest Roleplaying Game

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The Elementalist

An elf charges into battle, with no weapon and light armor. Suddenly, a flame appears in their hands, which they shape into a flaming shortsword. Rushing through the battlefield, they find themselves surrounded by enemies. As a last ditch effort, they start to eminate a glowing red color, and a wave of flames blasts all around them.

A white dragon prepares to launch his devastating breath upon a group of adventurers. As they scramble around and look for cover, one gnome steps forward, holding her hands out. As the wave of freezing cold washes upon them, the gnome redirects the blast around the party, making sure they are safe.

Stuck in an alleyway, a human is facing a duo of savage bandits, trying to take his money. As one tries to grab him, lightning strikes the man’s location, and he disappears, only to appear behind them in a flash. Now that he has the advantage, the man charges up an electric blast, before shooting it at the two bandits.

Elemental Masters

Elementalists are attuned to the elements around them, capable of bending and binding them to their will. Each one is different than the rest, and each specializes in a specific element.

As they gain more power, some learn how to control other elements. It is said that the strongest of them can control all elements.

Versatile Warriors

Most elementalist like to adopt a martial fighting style, using their kinetic blasts and talents in conjunction with traditional weapons. Some adopt other, more stealthy approaches, and some become iron-clad elemental juggernauts.

Creating an Elementalist

When creating your elementalist, it’s important to think about the origins of their powers. Were they trained under a powerful master? Were they perhaps born with their powers as a part of a long lineage of elementalist? Did they suffer a traumatic event that unlocked their power?

Also, what drives them to adventure? Do they want to understand the full extent of their abilities? Find a missing master or important individual? Are they trying to defend their art from outsiders, or trying to explore the world to improve their abilities.

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The Elementalist
Level Proficiency Bonus Features Gather Dice Charge Limit
1st +2 Aspect, Gather Element, Kinetic Blast 1d4 3
2nd +2 Elemental Smite 1d4 3
3rd +2 Primordial Command 1d4 3
4th +2 Ability Score Improvement 1d4 4
5th +3 Extra Attack 1d6 4
6th +3 Aspect feature 1d6 4
7th +3 Evasion 1d6 6
8th +3 Ability Score Improvement 1d6 6
9th +4 Inner Gate 1d6 6
10th +4 Aspect feature 1d6 7
11th +4 Second Aspect* 1d8 7
12th +4 Ability Score Improvement 1d8 7
13th +5 Kinetic Breach 1d8 9
14th +5 Reserved Energy 1d8 9
15th +5 Aspect feature 1d8 9
16th +5 Ability Score Improvement 1d8 10
17th +6 Second Aspect feature* 1d10 10
18th +6 Timeless Body 1d10 10
19th +6 Ability Score Improvement 1d10 12
20th +6 Elemental Master 1d10 12

Optional features are marked with *, and are detailed at the end of the class.

Class Features

As an elementalist, you gain the following class features

Hit Points

Hit Dice:
1d8 per elementalist level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per elementalist level after 1st

Proficiencies

Armor:
Light armor, Medium armor
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Constitution, Charisma
Skills:
Choose two from Acrobatics, Athletics, Arcana, History, Nature, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any martial weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • leather armor, and a simple weapon of your choice

Aspect

At 1st level, you are connected to a certain aspect, a elemental building block of nature itself. Choose an aspect. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 15th level.

Gather Element

At 1st level, you can gather elemental energy from around you.

As a bonus action, you can gather a small amount of your chosen aspect, giving you an “element charge”. You can only gather the aspects that you chose.

When you use this bonus action, roll your gather dice, as shown in the Gather Dice column in the Elementalist table. You gain a number of charges equel to half the roll, rounded down. You can only store a number of charges equal to the number shown in the Charge Limit column in the Elementalist table. The charges disappear after a minute.

Some of your abilities require your target to make a saving throw to resist the ability’s effects. The saving throw DC is calculated as follows:

Talent save DC
= 8 + your proficiency bonus + your Constitution modifier

Kinetic Blast

At 1st level, your aspect can be projected outward in a powerful blast.

When you take the Attack action, if you have a free hand, you can use an element charge and replace your attack with a kinetic blast. You can only use this ability if you have an element charge stored.

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Constitution is your ability for these blasts, and you are considered proficient in them. You can add your constitution modifier to attack and damage rolls.

In addition, you can spend additional charges to increase the blast’s damage. For every additional charge you use, you deal an additional 1d4 damage of the same type of the kinetic blast.

Each aspect gets a different kinetic blast, which is detailed in thier respective segments.

Elemental Smite

Starting at 2nd level, after you hit with an attack, you can use 1 element charge to deal your element’s kinetic blast damage type to the enemy, in addition to the weapon’s damage. The extra damage is 1d6 at 2nd level, and it increaces by 1d6 when you reach 9th level (2d6), and 16th level (3d6).

In addition, you can spend additional charges to increase the smites’s damage. For every additional charge you use, you deal an additional 1d4 damage of the same type of the smites.

Primordial Command

Starting at 3rd level, you exsert authority over elementals. You gain advantage in Charisma (Persuasion) and Charisma (Intimidation) checks against elementals.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

You can also replace your second attack with a second Kinetic Blast.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Inner Gate

At 9th level, you always have a trace of your aspect prepared on you. When you roll initiative and don’t have an element charge, you gain an amount of element charges equal to half of your proficiency bonus, rounded down.

Kinetic Breach

Starting at 13th level, you can create a safe pocket when your chosen aspect is hurled at you. As a reaction to being in the range of an area of effect ability that deals damage, and that relates to your chosen aspect, you can create a safe area around you. Creatures in that area gain advantage against the spell. The area is a sphere around you, which eminates to a distance of 5ft. times your proficiency bonus minus 1 (5ft*(pb-1)).

You can use this ability a number of times equel to your proficiency bonus, and you regain all uses of this ability when you finish a long rest.

Reserved Energy

At 14th level, you can take back some of the energy you used on attacks.

If you miss with a Kinetic Blast or an Elemental Smite, you regain 1 element charge.

Timeless Body

Starting at 18th level, the primal surging in your body causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Elemental Master

At 20th level, you have mastered the art of controlling the aspects of nature. You are now able to control even more aspects. You gain the Kinetic Blast and 1st level feature of 2 aspects of your choice.

Optional Rule: Second Aspect

Some players might want to branch out of their element, and try out another elements. If they do, you can use the Second Aspect optional features.

Important: These features might increase a character’s power, so be sure to discuss with your players and DM about using these features.

Second Aspect

At 11th level, your powers branch out, and allow you to control another aspect, even if to a lesser extant.

Choose a second aspect. You gain the Kinetic Blast and 1st level feature of that aspect. When you reach 17th level with this class, you gain the 6th level ability of the second aspect.

Aspects

Aspects are the elemental fundamentals of the world. They are what it is built on, and they are the source of power that Elementalists can control

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Ignis

Fire is passionate. From the tiniest if flames, to the strongest of volcanoes, fire can be a source of powerful destruction, but also a source of warmth. It is a matter of how you embrace it.

Flame on

At 1st level, you can ignite the air around an enemy, trying to fire them.

As an action, you can use 1 element charge and choose an enemy within 5 feet of you. The enemy must succeed in a Constitution saving throw against your kinetic talent DC, or be engulfed in flames.

Until someone, including the target creature, takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Kinetic Blast: Flame Ray

For your kinetic blast, you fire a single, concentrated blast at an enemy within 60 feet of you. Make a ranged weapon attack against the target. On a hit, the target takes 1d10 fire damage.

This blast’s damage increases by 1d10 when you reach 7th level (2d10), and 16th level (3d10).

Fire-born

At 6th level, you gain resistance to fire damage. In addition, your kinetic blasts and talents ignore resistance to fire damage.

Eruption

At 10th level, you can unleash your burning energy at the enemies around you with a powerful explosion.

As an action, you use 3 element charges and unleash a wave of flames. Enemies of your choice around you within 20-foot must succeed in a Dexterity saving throw against your kinetic talent DC, or take 8d6 fire damage, or half as much damage on a successful one, as flames erupt from your body all around.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Flames

At 15th level, you can use an action with 5 element charges to envelop yourself in burning flames. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • Any creature that grapples you or otherwise comes into direct contact with your body must succeed on a Constitution saving throw against your kinetic talent DC, or take 2d6 fire damage.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • When you touch an object, you can choose to set it ablaze. If the object is already burning, you can take away the fire.

  • You gain a flying speed equel to half your walking speed.

Once you use this ability, you cannot use it again until you finish a long rest.

Aqua

Water is adaptable. Flowing rivers always find their way to the sea in perfect harmony, and the raindrops always find their way to the rivers.

Waverider

At 1st level, you can summon a wave of water below you, and ride it to safety.

As a bonus action, you can use 1 element charge to quickly summon a wave below you. When you do, your movement speed increaces by 10 feet until the end of your turn.

 

 

Kinetic Blast: Jet Stream

For your kinetic blast, you fire a stream of water at an enemy within 120 feet of you. Make a ranged weapon attack against the target. On a hit, the target takes 1d6 bludgeoning damage.

This blast’s damage increases by 1d6 when you reach 7th level (2d6), and 16th level (3d6).

Ocean-born

At 6th level, you gain the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

In addition, your kinetic blasts and talents ignore resistance to their damage type.

Decimation Wave

At 10th level, you can launch a devestating wave upon your enemies, tripping them.

As an action, you can use 3 element charges, and call upon a tidal wave. Creatures of your choice in an area up to 30-foot long, up to 15-foot wide, and up to 15-foot wide in front of you must make a Dexterity saving throw against your kinetic talent DC, taking 6d6 bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one. Enemies who fail are also pushed back to the end of the spell’s area, away from you.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Waters

At 15th level, you can use an action with 5 element charges to envelop yourself in protecting waters. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • You can move through a space as narrow as 1 inch wide without squeezing. You can also move through a hostile creature’s space.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • You gain a swimming speed equel to your walking speed.

Once you use this ability, you cannot use it again until you finish a long rest.

Ventus

Wind is free. Like the flying leaves of a tree being carried by the winds, these powers reach all across the globe, touching all living beings.

Enveloping Gusts

At 1st level, you can cause gusts of wind to swirl around you, allowing for safer travel.

As a reaction to being targetted by an attack, you can use use 1 element charge to create a whirlwind of winds around you. When you do, you can move up to half your speed, and all opportunity attacks against you are made with disadvantage.

Kinetic Blast: Wind Blow

For your kinetic blast, you fire a gust of wind at an enemy within 60 feet of you. Make a ranged weapon attack against the target. On a hit, the target takes 1d4 bludgeoning damage, and is pushed 10 feet back.

This blast’s damage increases by 1d4 when you reach 7th level (2d4), and 16th level (3d4).

Wind-born

At 6th level, you reduce any falling damage you take by an amount equal to five times your elementalist level.

In addition, your kinetic blasts and talents ignore resistance to their damage type.

Updraft

At 10th level, you unleash a burst of air below you, pushing enemies away, and launching you straight to the air.

As an action, you can use 3 element charges, and launch of a strong burst of air at the ground. Enemies of your choice in a 10-foot sphere around you must make a Constitution saving throw against your kinetic talent DC, or be pushed back 20 feet. In addition, you get launched up 30 feet into the air. You gain a +10 feet to your movement speed for the turn, and you gain flying speed equal to your movement speed until the end of your turn.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Winds

At 15th level, you can use an action with 5 element charges to envelop yourself in strong winds. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

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  • Any creature that grapples you or otherwise comes into direct contact with your body must succeed on a Constitution saving throw against your kinetic talent DC, or be pushed 5 feet back.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • You gain a flying speed equel to your walking speed.

Once you use this ability, you cannot use it again until you finish a long rest.

Terra

Earth is stubbern. Its immovable nature has kept the world in a sense of stability, and stopped it from breaking upon its pressure.

Tablet Shields

At 1st level, you can conjure stone tablets around you, protecting you from incoming harm.

As a reaction to being hit by an attack, you can use 1 element charge and shape the charge into a rock shield. You have a bonus to your AC against the attack equal to your proficiency bonus. In addition, until the start of your next turn, you have a bonus to your AC equal to half your proficiency bonus (rounded down).

Kinetic Blast: Stone Toss

For your kinetic blast, you fire two stones at 2 enemies within 60 feet of you. Make a ranged weapon attack against each target. On a hit, the target takes 1d4 bludgeoning damage.

This blast’s damage increases by 1d4 when you reach 7th level (2d4), and 16th level (3d4).

Earth-born

At 6th level, you gain resistance to bludgeoning damage. In addition, your kinetic blasts and talents ignore resistance to bludgeoning damage.

Tectonic Wave

At 10th level, you can cause the earth around your feet to erupt forward, knocking enemies prone.

As an action, you can use 3 element charges and smash the ground, causing a shockwave of energy to eminate through the ground.

Enemies of your choice in a 30-foot cone in front of you must succeed in a Dexterity saving throw against your kinetic talent DC, taking 5d6 bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one. The area the spell effected becomes difficult terrain for 1 minute after.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Earth

At 15th level, you can use an action with 5 element charges to envelop yourself in earthly rocks and crystals. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • Moving through nonmagical difficult terrain costs you no extra movement.

  • You gain a burrowing speed equel to half your walking speed. You cannot end your turn underground.

Once you use this ability, you cannot use it again until you finish a long rest.

 

 

Fulger

Lightning is quick. In an instant, a bolt can strike, and just as quick it can leave, a scorched spot left behind.

Swift Retreat

At 1st level, you can quickly move away from trouble, in a flash of lightning.

As a bonus action, you can use 1 element charge and teleport to a position within a range equal to half of your walking speed.

Kinetic Blast: Jumping Bolt

For your kinetic blast, you fire a bolt of electricity at an enemy within 60 feet of you. Make a ranged weapon attack against the target. On a hit, the target takes 1d6 lightning damage, and the bolt jumps onto a second creature within 15 feet of the target. If the attack roll hits the second creature, it deals 1d4 lightning damage to it.

This blast’s damage increases by 1d6 and 1d4 when you reach 7th level (2d6/2d4), and 16th level (3d6/3d4).

Thunder-born

At 6th level, you gain resistance to lightning damage. In addition, your kinetic blasts and talents ignore resistance to lightning damage.

Ride the Lightning

At 10th level, you can conjure a lightning bolt in front of you, and jump to its ending.

As an action, you use 3 element charges and unleash a bolt of lightning. Choose a point in a 40-foot radius from you. Creatures in a 5-foot wide line between your origin and the chosen point must make a Dexterity saving throw against your kinetic talent DC, or take 6d8 lightning damage on a failed save, and half as much on a successful one. You then appear at the point of your choosing.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Storms

At 15th level, you can use an action with 5 element charges to envelop yourself in crackling lightning. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • Any creature that grapples you or otherwise comes into direct contact with your body must succeed on a Constitution saving throw against your kinetic talent DC, or take 1d10 lightning damage.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • You may disengage as a bonus action.

  • Your walking speed is doubled.

Once you use this ability, you cannot use it again until you finish a long rest.

Glacies

Ice is ruthless. Its cold nature can break even the stronest wills, which might be the reason it is considered evil by most.

 

 

Sheet of Frost

At 1st level, you can cover yourself with a thin but sharp sheet of ice when attacked.

As a reaction to being hit by an attack, you can use 1 element charge and shield yourself with a sheet of ice. You have a bonus to your AC against the attack equal to half of your proficiency bonus. If the attack hits, the enemy takes an amount of d4’s worth of cold damage equal to half your proficiency bonus.

Kinetic Blast: Ice Shard

For your kinetic blast, you fire a shard of ice at an enemy within 60 feet of you. Make a ranged weapon attack against the target. On a hit, the target takes 1d6 piercing damage, and its movement speed is reduced by 10 feet until the start of your next turn.

This blast’s damage increases by 1d6 when you reach 7th level (2d6), and 16th level (3d6).

Frost-born

At 6th level, you gain resistance to cold damage. In addition, your kinetic blasts and talents ignore resistance to cold damage.

Cold Feet

At 10th level, you cause your enemy to freeze in place, limiting their movement.

As an action, you can use 3 element charges and target an amount of creatures equal to half your proficiency bonus that you can see within 30 feet of you. Each target must make a Constitution saving throw against your kinetic talend DC, or take 4d10 cold damage on a failed save, and half as much on a successful one. Additionally, an enemy who failed the saving throw is restrained by the ice.

To break out, the restrained target can use its action to make a Strength check against your kinetic talent DC. On a success, the target escapes and is no longer restrained by the ice.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Ice

At 15th level, you can use an action with 5 element charges to envelop yourself in chilling ice. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • Any creature that grapples you or otherwise comes into direct contact with your body must succeed on a Constitution saving throw against your kinetic talent DC, or take 2d4 cold damage.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • When you touch an object or liquid, you can choose to freeze it.

  • You can move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

Once you use this ability, you cannot use it again until you finish a long rest.

Arbor

Nature is life. It is the source of every livine being, from the smallest plant, to the largest of trees. It is important to preserve that.

Roots Deep

At 1st level, you can root yourself in the ground against an attack.

As a reaction to being pushed or knocked prone, you can use 1 element charge to plant yourself in the ground. You don’t fall prone, and you reduce the distance you are pushed by 30 feet.

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Kinetic Blast: Leaf Volley

For your kinetic blast, you launch a storm of leaves at your foes. Choose a point within 60 feet of you. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against your kinetic talent DC. The target takes 1d4 slashing damage on a failed save.

This blast’s damage increases by 1d4 when you reach 7th level (2d4), and 16th level (3d4).

Forest-born

At 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, your kinetic blasts and talents ignore resistance to their damage type.

Aura of Bloom

At 10th level, you can cause the area around you to be filled with healing energies.

As an action, you can use 3 element charges, and create an aura in a 20-foot-radius around you. You must concentrate on the aura similarly to how you concentrate on a spell. The aura moves with you, and lasts for 1 minute if not interrupted.

When the aura appears, each friendly creature of your choosing in the area (including you) regains 2d6 hit points. A creature that starts its turn in the aura regains an additional 1d6 hit points.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Nature

At 15th level, you can use an action with 5 element charges to envelop yourself in vines and leaves. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • Moving through any difficult terrain does not cost you extra movement.

  • At the start of each of your turn, the area in a 10-foot-radius around you becomes difficult terrain to your enemies. If you move, the terrain returns to normal at the start of your next turn.

Once you use this ability, you cannot use it again until you finish a long rest.

Metallicum

Metal is the future. The key to production and progression. When molded by an artisan, it can hold immaculate powers.

Flying Weapon

At 1st level, you are able to manouver a metallic weapon in mid-air, and strike enemies with it.

As a bonus action, you can use 1 element charge, and choose an unattended melee weapon within 30 feet of you, or a melee weapon that you are holding, making it hover in the air. In the same bonus action, you may strike with the weapon. While the ability is active, you must concentrate on it like how you would a spell. As a bonus action on each turn after, you may move the weapon up to 20 feet, and strike with it.

If the weapon is not within 60 feet of you, you lose the connection to it.

 

 

Kinetic Blast: Dagger Toss

For your kinetic blast, you toss a dagger or other metallic thrown weapon you have on you at an enemy within 60 feet of you. Make a ranged weapon attack against the target. On a hit, the target takes the weapon’s normal damage. After that, the weapon returns to your hand. If you don’t have an empty hand, the item returns to where it was launched from

This blast deals additional damage when you reach higher levels. the damage increases by 1d6 when you reach 7th level (1d6), and 16th level (2d6).

Iron-born

At 6th level, you gain a +1 bonus to Armor Class.

In addition, your kinetic blasts and talents ignore resistance to their damage type.

Magnetic Pulse

At 10th level, you can unleash a pulse of magnetism around you, pushing and pulling your allies.

As an action, you can use 3 element charges, and create an burst in a 20-foot-radius sphere around you. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d8 force damage, and is pulled in a straight line toward the you, ending in an unoccupied space as close to you as possible.

You can use this ability a number of times equel to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Incarnate of Steel

At 15th level, you can use an action with 5 element charges to envelop yourself in metallic sheets. This transformation lasts for 1 minute, if you are knocked unconscious, or if you end it with a bonus action. While in the form, you gain the following benefits:

  • You gain 20 temporary hit points.

  • You automatically gain an element charge when you enter the form.

  • The damage of your Kinetic Blasts and Talents is increaced by 2 damage dice.

  • As a free action, you can gain an element charge. If you do, roll a d6 at the end of your turn. If you roll a 6, you can use this action again. If you don’t, reroll the d6 at the end of your next turn.

  • You can use the Flying Weapon ability on two weapons at once. When you activate the ability, choose two weapons instead of one. On each bonus action, you can attack with both weapons. If you lose concentration, the effects end on both weapons.

Once you use this ability, you cannot use it again until you finish a long rest.

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Changelog

Version 1.2.0

  • Removed Elemental Absorption at 7th level. Added Evasion instead.
  • Added Reserved Energy at 14th level.
  • Added Timeless Body at 18th level.
  • Changed the charge limit of element charges produced by Gather Element.
  • Changed the damage scaling of Kinetic Blast.
  • Changed the end cover to include a mention of the expanded subclasses.
  • Added table of contents.

Expanded Subclasses

  • Added Sonus subclass.
  • Added Lumen subclass.
  • Added Sanguis subclass.
  • Added a guide to subclass making.

Version 1.1.0

  • Added Fulger subclass.
  • Added Glacies subclass.
  • Added Arbor subclass.
  • Added Metallicum subclass.

Art Credits

  • Class Icon - Freepik - Power

  • Page 8 - Francisco Miyara - Monk

  • Page 10 - Heroes of Camelot - Ice Mage

  • Page 11 - Eric Pfeiffer - Elder

THE ELEMENTALIST

 

 

The Elementalist

Control and unleash the primal powers of the elements around you. Includes 8 aspects of nature to control.

Ignis - Ventus - Aqua - Terra

Fulger - Glacies - Arbor - Metallicum

For more aspects, including a guide to creating your own, check out the Expanded document!

Sonus - Lumen - Sanguis

Version 1.2.0

Created by Itayfeder


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