Elementalist A spear of solid ice flies out from the shadows, striking its intended target. Out creeps a man wearing a black cloak, ice creeping at the edges of his hands. He turns, as another opponent approaches. Holding his hand out in front of him towards the enemy a conical cloud of frost forms at his fingertips and strikes the man 10 feet away. The attacker freezes. The man pulls out a feather and lays it on the chest of the first man he killed, leaving the message he meant to. Elemental Affinity The elementalist has an affinity with the elements that make up the world. The elementalist uses the strength of its own body to master and harness the energy inherently available in the world around him. Each elementalist chooses their own path preforming tricks that match their fighting style. The affinity with the elements is personal and individual. Many clerics believe that the soul of the elementalist has been touched by the gods to connect people back to the earth. Their soul is on a unique path and it shouldn't be disrupted. However, their soul is affected by the ability they hold and can become twisted by the elements they control, or purified by it. Some clerics are afraid of the elementalist while others make judgement based on the persons actions. Druids argue that the elementalist is closer to the earth and its intentions than most. They argue that this affinity comes from the elements themselves, and that the earth is working its own magic in the races of the earth. They find that elementalist is one who can be trusted, but only after they've proven they have only the best of intentions to the earth itself. Other magic wielders believe this is some type of magic they simply are incapable of understanding. They have attempted studying it but have come up empty handed as this isn't magic. The monks know the truth. This is chakra at work and exerting its own force over the elements. By bending the world to the force of their own inner strength elementalists are able to use the world as their weapon. This chakra is inherent in each person in the world, but very few learn to wield it, and fewer still learn to alter the very world around them. Tricks Elementalists have learned tricks to mastering the elements. These tricks are learned at a slowly progressing rate and over a dedication to the craft. These tricks allow them to control the elements in increasingly complex or diverse ways. Tricks are divided into three categories: Ability type, Attack type, and Enhance type. Most tricks have additional effects each time they are trained. For example, you can devote up to 4 points to the range attack type trick called Spear. For each point you devote to this trick the range of your attack increases. Tricks are meant to increase the variance in any given elementalist. Therefore, unlike traditional professions there are not schools or trainings to follow. Instead the path is in the hands of the elementalist, meant to let them choose devotion to a single element or choose versatility or any path inbetween. The Elementalist Level Proficiency Bonus Features Tricks Known Trick Damage 1st +2 Unarmored Defense, Elemental Affinity 1 1d8 2nd +2 Control I 2 1d8 3rd +2 3 1d8 4th +2 Ability Score Improvement 4 1d8 5th +3 5 2d8 6th +3 Control II 6 2d8 7th +3 Evasion 7 2d8 8th +3 Ability Score Improvement 8 2d8 9th +4 9 2d8 10th +4 Control III 10 2d8 11th +4 11 3d8 12th +4 Ability Score Improvement 12 3d8 13th +5 13 3d8 14th +5 Control IV 14 3d8 15th +5 15 3d8 16th +5 Ability Score Improvement 16 3d8 17th +6 17 4d8 18th +6 Element of the Soul 18 4d8 19th +6 Ability Score Improvement 19 4d8 20th +6 Control V 21 5d8 Tribes Elementalists typically live in tribes that remain undetected and hidden in the wild and in environments where their element is easily available. In these tribal environments children learn of their ability to wield these elements and are immediately placed in training. 1

2 These tribes have a leader who is quite adept at wielding their element. They may be more accustomed to the finer touches of elemental wielding and less of an agressor. They may be a master of a particular style of fighting, or they may be incredibly varried in their fighting style. When this leader begins training individuals, they typically start at control of self, before control of the element. This helps align the wielder towards a path that is more lawful than chaotic. However, there are oftentimes unruly or trouble making students who challenge the leaders. Sometimes, people realize they have an affinity with an element while living outside of a tribe. These people are oftentimes labeled as catalysts. There is a belief that these people will alter the way of the world and that there is a greater force working in these individuals' fate. Some tribes are hostile towards catalysts while others are very accepting of these individuals and begin teaching and training them with a fervor. Creating An Elementalist As you create your elementalist, you should consider where you trained this ability. Were you from a tribe of elementalists? Why did you leave your tribe? How does your tribe feel towards catalysts? Will you expand upon what you learned in your tribe, or strive to control other elements? Or did you discover it outside of a tribe? Are you self-taught? If you're a catalyst consider what others may say of your fate. Consider if you sought out a tribe for training? How did that tribe treat you? Are you devoting your life to one element or gaining abilities with others? As a result of your training, or lack thereof, you may bend closer towards a lawful or chaotic alignment respectively. Quick Build You can make an elementalist quickly by following these suggestions. First, make Constitution your highest ability score, followed by your Dexterity. Second choose the outlander background. Class Features As an elementalist you have the following class features. Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modier. Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: Choose one type of artisan's tools or one musical instrument Saving Throws: Dexterity, Constitution

Dexterity, Constitution Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Nature, Religion, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: any simple weapon

(a) a dungeoneer's pack or (b) an explorer's pack

two daggers Unarmored Defense Starting at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Elemental Affinity Starting at 1st level you gain affinity with one of the following elements: acid, cold, fire, force, lightning, poison, or thunder. This allows you to use or manipulate this element for any of the tricks that you have learned. Whenever you use a trick that causes damage you can choose to use this element (or any other elements you have affinity with) you can choose to use this type of damage. In addition to being able to use this element, you also gain the following passive effects, based on the element you have affinity with: Acid: You can take an action to spit acid, dealing one point of acid damage.

You can take an action to spit acid, dealing one point of acid damage. Cold: You have advantage on any saving throw to avoid exhaustion as a result of a cold environment.

You have advantage on any saving throw to avoid exhaustion as a result of a cold environment. Fire: You have advantage on any saving throw to avoid exhaustion as a result of a hot environment.

You have advantage on any saving throw to avoid exhaustion as a result of a hot environment. Force: You can take an action to crush any object that you can close your fist completely around.

You can take an action to crush any object that you can close your fist completely around. Lightning: You can take an action to shock a person or object you are touching, dealing one point of lightning damage.

You can take an action to shock a person or object you are touching, dealing one point of lightning damage. Poison: You have advantage on any saving throw against becoming poisoned.

You have advantage on any saving throw against becoming poisoned. Thunder: You can choose to speak with a booming voice carrying your voice up to 300 feet away. Additionaly, the elements nearby you respond to your coming. Flames grow near fire elementalists while they shrink near cold elementalists. Work with your DM to come up with ideas about how you particularly effect the world around you. Tricks You gain tricks as you level up. You know as many tricks as your level indicates above. You can choose these tricks from the list below. Your tricks do damage equal to the Trick Damage indicated by your level in the table above. If anything refers to your trick ability it is referring to Constitution. Some of your tricks require your target make a saving throw to avoid the tricks effects. The saving throw DC is calculated as follows: Trick save DC = 8 + your proficiency bonus + your Constitution modifier. Some tricks require an attack roll is made. Your trick attack bonus is calculated as follows: Trick attack bonus = your proficiency bonus + your Constitution modifier.

Control I Beginning at 2nd level you have learned to twist existing sources of the elements that you have affinity with. With each level of control you gain more influence over your chosen elements. This level of control is what seperates the initiate from the acolyte and the acolyte from the sage and the sage from the master. Like, tricks, control has multiple levels which grant additional abilities. Beginning at 2nd level, you gain the ability to move up to a 5 foot cube of one of the elements you control. You can take an action to gather the 5 foot cube of the element. It takes another action to lift this cube from its surroundings. As an action you can move the cube up to 30 feet. It takes another action to dismiss the cube causing it to fall to the ground. Creatures and objects inside this cube are not lifted with it. At any point while controling the cube if you take damage or otherwise become distracted you must roll a concetration (Constitution) check to maintain control over the cube. If you lose concentration while it is in the air it crashes to the ground harmlessly. Some elements do not translate into a physical element in the world and are defined in the list below. Acid: You can pick up and move a cube of acid. It is damaging to anyone that enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the acid cube it falls to the ground splashing anyone within 5 feet of it. They must roll a Dexterity saving throw equal to your Trick DC. On a failure they take your trick damage, on a success they take half as much.

You can pick up and move a cube of acid. It is damaging to anyone that enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the acid cube it falls to the ground splashing anyone within 5 feet of it. They must roll a Dexterity saving throw equal to your Trick DC. On a failure they take your trick damage, on a success they take half as much. Cold: You can pick up and move a cube of water. The water begins to frost over on the edges and it quickly becomes very cold. It is damaging to anyone that enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the water cube it falls to the ground splashing anyone within 5 feet of it. They must roll a Dexterity saving throw equal to your Trick DC. On a failure they take your trick damage, on a success they take half as much.

You can pick up and move a cube of water. The water begins to frost over on the edges and it quickly becomes very cold. It is damaging to anyone that enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the water cube it falls to the ground splashing anyone within 5 feet of it. They must roll a Dexterity saving throw equal to your Trick DC. On a failure they take your trick damage, on a success they take half as much. Fire: You can pick up and move flames. They stay lit regardless of if there is fuel to burn. It is damaging to anyone that enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the cube of flames it falls to the ground splashing anyone within 5 feet of it. They must roll a Dexterity saving throw equal to your Trick DC. On a failure they take your trick damage, on a success they take half as much.

You can pick up and move flames. They stay lit regardless of if there is fuel to burn. It is damaging to anyone that enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the cube of flames it falls to the ground splashing anyone within 5 feet of it. They must roll a Dexterity saving throw equal to your Trick DC. On a failure they take your trick damage, on a success they take half as much. Force: You coalesce a cube of air as an action and condense it into a forceful blast of air. It whips with a fury. When someone enters the cube, or starts their turn in it, they must make a Constitution saving throw against your Trick DC or be knocked prone. When the cube is dismissed it drops to the ground. If anyone is where it drops they must make a Constitution saving throw against your Trick DC. On a failure they are knocked prone and take damage equal to your trick damage, on a success they take half as much and are not knocked prone.

You coalesce a cube of air as an action and condense it into a forceful blast of air. It whips with a fury. When someone enters the cube, or starts their turn in it, they must make a Constitution saving throw against your Trick DC or be knocked prone. When the cube is dismissed it drops to the ground. If anyone is where it drops they must make a Constitution saving throw against your Trick DC. On a failure they are knocked prone and take damage equal to your trick damage, on a success they take half as much and are not knocked prone. Lightning: - If there is a lightning storm in the area you can take an action to call the lightning to you and create a cube of lightning energy nearby. The cube cannot be summoned on a space where someone already is. It is damaging to anyone who enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the cube it falls to the ground and any creature below it or within 5 feet of it must make a Constitution saving throw against your Trick DC. On a failure they take your trick damage, on a success they take half as much.

- If there is a lightning storm in the area you can take an action to call the lightning to you and create a cube of lightning energy nearby. The cube cannot be summoned on a space where someone already is. It is damaging to anyone who enters it, or starts their turn in it. This does damage equal to your trick damage. When you dismiss the cube it falls to the ground and any creature below it or within 5 feet of it must make a Constitution saving throw against your Trick DC. On a failure they take your trick damage, on a success they take half as much. Poison: You can pick up and move a cube of poison. When someone enters the cube, or starts their turn in it, they must make a Constitution saving throw against your Trick DC or be poisoned for one turn. When the cube is dismissed it falls to the ground splashing anyone within 5 feet of it. They must roll a Constitution saving throw or become poisoned for one turn.

You can pick up and move a cube of poison. When someone enters the cube, or starts their turn in it, they must make a Constitution saving throw against your Trick DC or be poisoned for one turn. When the cube is dismissed it falls to the ground splashing anyone within 5 feet of it. They must roll a Constitution saving throw or become poisoned for one turn. Thunder: You can coalesce waves of sound as an action creating a cube of cacophonous noise. When someone enters the cube, or starts their turn in it, they must make a Constitution saving throw against your Trick DC. On a failure they become deafened and take damage equal to your trick damage. On a success they are not deafened and take half as much damage. When you dismiss the cube it falls to the ground and anyone below it or within 5 feet of it must make a Constitution saving throw against your Trick DC. On a failure they are deafened and take damage equal to your trick damage. On a success they are not deafened and take half as much. Control II Beginning at 6th level, you have gained a finer control over the elements you control. Your area of effect that you extend upon the elements you control has slightly increased. The cube you can now control is a 10 foot cube. If the cube has a splash effect it stays the same. Additionally, once per long rest you are able to preform the following abilities based on the elements you control and twist. Acid: You can take an action to fill a vial with acid. If this acid is spilled on a surface or a person they take damage equal to your trick damage. You can make a range attack against a creature and the vial splashes against them dealing damage equal to your trick damage.

You can take an action to fill a vial with acid. If this acid is spilled on a surface or a person they take damage equal to your trick damage. You can make a range attack against a creature and the vial splashes against them dealing damage equal to your trick damage. Cold: You coalesce cold mist nearby yourself creating illusory versions of yourself. You can cast mirror image as a second level spell.

You coalesce cold mist nearby yourself creating illusory versions of yourself. You can cast mirror image as a second level spell. Fire: You are able to create flames from your hands and your feet and levitate off of the ground. This works like the second level spell levitate where you are the target.

You are able to create flames from your hands and your feet and levitate off of the ground. This works like the second level spell levitate where you are the target. Force: You are able to coalesce the air around you and create an illusion of your choice. You can cast phantasmal force as a second level.

You are able to coalesce the air around you and create an illusion of your choice. You can cast phantasmal force as a second level. Lightning: You become lighning yourself and transport a short distance away. You can cast misty step as a second level.

4 Poison: You can take an action to fill a vial with a poison. When you craft this poison choose from one of the following conditions: paralyzed, poisoned, or stunned. If this poison is ingested they must succeed on a Constitution saving throw equal to your Trick DC.



On a failure the target takes damage equal to your trick damage and suffers the condition you chose at the creation of your potion. On a success they do not suffer the condition you chose and they take half as much damage.

Thunder: Once per day you can cast knock as a second level spell. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you aare 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. Control III Beginning at 10th level, the area of effect that you extend upon the elements you control has slightly increased. The cube you can now control becomes a 20 foot cube. If the cube has a splash effect it is still only creatures within 10 feet of it that are effected. You can now take an action to extinguish the cube. It ceases to exist. Doing so causes you to take damage equal to your trick damage as you turn the element inward upon yourself. Additionally, once per long rest you can take one of the following actions as a reaction. If you or an ally are the target of an attack or effect that would cause damage of a type you have an affinity with, you can reduce that damage by an amount equal to your trick damage. The ally must be within 30 feet and you must be able to see them.



For example, if an ally is in the area of a fireball and you have an affinity with fire, you can use your reaction to reduce the damage they take by 2d8.

If an ally causes damage of a type you have an affinity with, you can increase that damage by an amount equal to your trick damage. The ally must be within 30 feet and you must be able to see them.



For example, if an ally is casting cone of cold and you have an affinity with cold, you can use your reaction to increase the damage of their spell by 2d8. Control IV Beginning at 14th level, the area of effect that you extend upon the elements you control has greatly increased. The cube you now control becomes a 40 foot cube. If the cube has a splash effect it now effects creatures within 10 feet of it. Additionally, creatures and objects inside your cube are lifted with it. You also caan now take a bonus action to form your cube, nor does the element need to be present in the area for you to create a cube. Additionally, if you extinguish a source of your element you no longer take any damage. The abilities you gained from Control II and Control III now can be used once per short rest. Element of the Soul Beginning at 18th level your affinity has penetrated your soul. You choose one of the elements with which you have an affinity. This is now your Soul Affinity. Additionally, you are immune to any damage of this type from this source. Additionally, you ignore a creatures immunity or resistance to this damage type. For example, your Cold Fists would deal full damage to a White Dragon. You also gain access to Soul Points, or SP. You spend these Soul Points to preform incredible feats. You gain a number of Soul Points equal to your Constitution Modifier. Below is a list of what you can use your Soul Points for. You regain these soul points after a long rest. Control V Beginning at 20th level, the area of effect that you extend upon the elements has massively increased. The cube you now control become a 80 foot cube. If the cube has a splash effect it now effects creatures within 20 feet of it. Additionally, you can now create, move and dismiss your cube as a single action. Tricks At each level you gain at least one trick point. These points can be spent to learn new tricks or gain additional levels of tricks you already know. Below is a list of tricks you can learn. In order to gain a trick of a higher level you must possess each of the previous levels. For example, you cannot learn Spear III, until you have learned both Spear I and Spear II. The tricks are listed below followed by their type in parentheses). Some levels in tricks have prerequisites listed at the end of the level's description. If you are ever in the area of effect of one of your own tricks you also must suffer the effects of the trick. Trick Damage When you deal damage with a trick you deal damage equal to your trick damage as shown in the table above. You deal 1d8 at 1st level. This increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8), and 20th level (5d8). Additional Affinity (Ability) When you take addtional affinity you gain an affinity with another element of your choice. You gain any effects that element grants you as well as any abilities given by the Control feature of this class. Each time you take this trick you gain an affinity with an element you do not have affinity with.

Additional Effect (Enhance) You have learned to wield the elements you have affinity more effectively. When you deal damage to a single target with any single element, the attack gains the following effect. If you deal damage to a single target with more than one element for which you have affinity you choose which effect takes place. Acid: The target must succeed on a Dexterity saving throw against your Trick DC or be knocked prone as they slip on the acid.

The target must succeed on a Dexterity saving throw against your Trick DC or be knocked prone as they slip on the acid. Cold: The target must succeed on a Constitution saving throw against your Trick DC or have their speed reduced by 10 feet for one turn.

The target must succeed on a Constitution saving throw against your Trick DC or have their speed reduced by 10 feet for one turn. Fire: The target must succeed on a Constitution saving throw against your Trick DC or be blinded for one turn.

The target must succeed on a Constitution saving throw against your Trick DC or be blinded for one turn. Force: The target must succeed on a Constitution saving throw against your Trick DC or be pushed back 10 feet.

The target must succeed on a Constitution saving throw against your Trick DC or be pushed back 10 feet. Lightning: The target must succeed on a Constitution saving throw against your Trick DC or be stunned for one turn.

The target must succeed on a Constitution saving throw against your Trick DC or be stunned for one turn. Poison: The target must succeed on a Constitution saving throw against your Trick DC or be poisoned for one turn.

The target must succeed on a Constitution saving throw against your Trick DC or be poisoned for one turn. Thunder: The target must succeed on a Constitution saving throw against your Trick DC or be deafened for one turn. Ball (Attack) You create a ball of energy that explodes on a point that you choose. This ball can be made of any single element that you have affinity with. When it explodes any creature in its area of effect must succeed on a Dexterity saving throw equal to your Trick DC. On a failure the creature takes damage equal to your trick damage. On a success they take half as much. Ball I: The area of effect for your ball trick is a 5 foot sphere.

The area of effect for your ball trick is a 5 foot sphere. Ball II: The area of effect for your ball trick is a 10 foot sphere.

The area of effect for your ball trick is a 10 foot sphere. Ball III: The area of effect for your ball trick is a 20 foot sphere.

The area of effect for your ball trick is a 20 foot sphere. Ball IV: The area of effect for your ball trick is a 30 foot sphere. Cone (Attack) You reach out towards enemies and expel a cone of elemental energy in their direction. This cone can consist of any single element that you have affinity with. A creature caught in the area of effect of this cone must succeed on a Constitution saving throw equal to your Trick DC. On a failure the creature takes damage equal to your trick damage. On a success they take half as much. Cone I: The area of effect for your cone trick is a 10 foot cone.

The area of effect for your cone trick is a 10 foot cone. Cone II: The area of effect for your cone trick is a 20 foot cone.

The area of effect for your cone trick is a 20 foot cone. Cone III: The area of effect for your cone trick is a 30 foot cone.

The area of effect for your cone trick is a 30 foot cone. Cone IV: The area of effect for your cone trick is a 60 foot cone. Elemental Twinning (Enhance) You wield two or more elements more effectively than most. When you use an attack type trick and deal damage to a creature you can deal more than one type of element as long as you have affinity with more than one element. Any time a trick mentions dealing damage with a single element you have affinity with you can deal damage in the following manner instead. Elemental Twinning I: When you make an attack with an attack type trick, you can deal 1d8 of one element and 1d8 of another element when you successfully damage a creature with an attack type trick, instead of 2d8 of a single element. Prerequisite: affinity with at least two elements; and level 5.

When you make an attack with an attack type trick, you can deal 1d8 of one element and 1d8 of another element when you successfully damage a creature with an attack type trick, instead of 2d8 of a single element. Prerequisite: affinity with at least two elements; and level 5. Elemental Twinning II: When you make an attack with an attack type trick, you can deal 1d8 of one element, 1d8 of a second element, and 1d8 of a third element (or any combination thereof) when you successfully damage a creature with an attack type trick instead of 3d8 of a single element. Prerequisite: affinity with at least three elements; and level 11.

When you make an attack with an attack type trick, you can deal 1d8 of one element, 1d8 of a second element, and 1d8 of a third element (or any combination thereof) when you successfully damage a creature with an attack type trick instead of 3d8 of a single element. Prerequisite: affinity with at least three elements; and level 11. Elemental Twinning III: When you make an attack with an attack type trick, you can deal 1d8 of one element, 1d8 of a second element, 1d8 of a third element, and 1d8 of a fourth element (or any combination thereof) when you successfully damage a creature with an attack type trick instead of 4d8 of a single element. Prerequisite: affinity with at least 4 elements; and level 17.

When you make an attack with an attack type trick, you can deal 1d8 of one element, 1d8 of a second element, 1d8 of a third element, and 1d8 of a fourth element (or any combination thereof) when you successfully damage a creature with an attack type trick instead of 4d8 of a single element. Prerequisite: affinity with at least 4 elements; and level 17. Elemental Twinning IV: When you make an attack with an attack type trick, you can deal 1d8 of one element, 1d8 of a second element, 1d8 of a third element, 1d8 of a fourth element, and 1d8 of a fifth element (or any combination thereof) when you successfully damage a creature with an attack type trick instead of 5d8 of a single element. Prerequisite: affinity with at least five elements; and level 20. Enduring Demeanor (Enhance) You have learned to channel your fortitude into your attacks. Anytime you deal damage to a target with an attack trick you add your Constitution modifier to the damage. Imbue Weapon (Attack) As a bonus action you imbue a weapon you carry with your element. This lasts for a number of minutes equal to your Constitution Modifier. When you make an attack with your weapon you can substitute your Trick attack bonus. The weapon does damage equal to your Trick Damage. Melee (Melee Attack) You imbue your hands with an element you have an affinity with. As an attack you strike out against a targeted enemy you roling a melee attack roll using either your Strength or your Dexterity for the ability of your attack roll. You also gain your proficiency bonus. On a hit you deal damage equal to your trick damage. Melee I: You have the ability to make melee attacks with your fists and deal damage equal to your trick damage with a single element you have affinity with.

Melee II: You can attack with both fists striking at a targeted enemy twice or at two seperate enemies, dealing damage equal to your trick damage with a single element you have affinity with. Each fist can be imbued with a different single element you have affinity with. Prerequisite: Level 5.

You can attack with both fists striking at a targeted enemy twice or at two seperate enemies, dealing damage equal to your trick damage with a single element you have affinity with. Each fist can be imbued with a different single element you have affinity with. Prerequisite: Level 5. Melee III: You now can choose to create whips made of the element you control. Your melee attacks now have a reach of 10 feet. You deal damage equal to your trick damage with a single element you have affinity with. Each whip can be imbued with a different single element you have affinity with. Overpower (Enhance) You have learned to harness the chakra within you to astounding heights; however, this comes at a great cost to yourself. Once per long rest, as long as you do not have any levels of exhaustion, you can choose to spend Overpower Points up to the level of the overpower trick you have trained. When you spend these points you suffer that many points of exhaustion. These points of exhaustion cannot be removed by magical means, nor can they be removed more than one at a time. A long rest removes one point of exhaustion caused by overpower and you recover all Overpower Points available to you. The effect of these exhaustion levels does not take place until after 1 minute has passed from when you madethe attack. As a bonus action, you may spend these points before you roll for an attack roll for an attack type trick. When you spend these points you deal additional damage based on the level of trick you have attained and the number of points you wish to spend. For example, an elementalist trained in Overpower I, Overpower II, and Overpower III can choose to spend 1, 2, or 3 overpower points on a single attack. If they choose to spend one Overpower Point they gaint the effect of Overpower I. If they choose to spend three Overpower Points however, they gain the effect of Overpower III. Overpower I: You have one Overpower Point. If you spend this point and your attack is successful you deal damage equal to two times your trick damage. You gain one point of exhaustion regardless of whether or not your attack is successful.

You have one Overpower Point. If you spend this point and your attack is successful you deal damage equal to two times your trick damage. You gain one point of exhaustion regardless of whether or not your attack is successful. Overpower II: You have two Overpower Points. If you spend two points and your attack is successful you deal damage equal to three times your trick damage. You gain two points of exhaustion regardless of whether or not your attack is successful.

You have two Overpower Points. If you spend two points and your attack is successful you deal damage equal to three times your trick damage. You gain two points of exhaustion regardless of whether or not your attack is successful. Overpower III: You have three Overpower Points. If you spend three points and your attack is successful you deal damage equal to four times your trick damage. You gain three points of exhaustion regardless of whether or not your attack is successful.

You have three Overpower Points. If you spend three points and your attack is successful you deal damage equal to four times your trick damage. You gain three points of exhaustion regardless of whether or not your attack is successful. Overpower IV: You have four Overpower Points. If you spend four points and your attack is successful you deal damage equal to six times your trick damage. You gain four points of exhaustion regardless of whether or not your attack is successful.

You have four Overpower Points. If you spend four points and your attack is successful you deal damage equal to six times your trick damage. You gain four points of exhaustion regardless of whether or not your attack is successful. Overpower V: You have five Overpower Points. If you spend five points and your attack is successful you deal damage equal to eight times your trick damage. You gain five points of exhaustion regardless of whether or not your attack is successful.

You have five Overpower Points. If you spend five points and your attack is successful you deal damage equal to eight times your trick damage. You gain five points of exhaustion regardless of whether or not your attack is successful. Overpower VI: You have six Overpower Points. If you spend six points and your attack is successful you deal damage equal to ten times your trick damage. You gain six points of exhaustion regardless of whether or not your attack is successful. Ray (Attack) As an action, you stretch forth your hand and a ray of your element extends outward. Any creature caught in this ray must make a Dexterity saving throw against your Trick DC. On a failed save they take damage equal to your trick damage of a single element you have affinity with and half as much on a success. The ray is 5 feet wide. It cannot travel through walls or around corners. Ray I: The area of effect for your ray trick is a 10 foot line.

The area of effect for your ray trick is a 10 foot line. Ray II: The area of effect for your ray trick is a 20 foot line.

The area of effect for your ray trick is a 20 foot line. Ray III: The area of effect for your ray trick is a 30 foot line.

The area of effect for your ray trick is a 30 foot line. Ray IV: The area of effect for your ray trick is a 60 foot line. Spear (Range Attack) As an attack, you hurl a spear made of a single element you control. You make a range attack against a target creature. On a hit, you deal damage equal to your trick damage of a single element you have affinity with. You are proficient with this range attack for the attack roll. Spear I: You can hurl your spear up to 30 feet.

You can hurl your spear up to 30 feet. Spear II: You can hurl your spear up to 60 feet.

You can hurl your spear up to 60 feet. Spear III: You can hurl your spear up to 90 feet.

You can hurl your spear up to 90 feet. Spear IV: You can hurl your spear up to 120 feet. Trick Twinning (Ability) You have learned how to preform two tricks at once. Unlike most tricks this trick has levels that are based on the types of attack tricks you can preform. When you train in this trick you select which level type you are choosing (A, B, C, etc.). Each time you train in this trick you must select a level type with which you are not already trained in. When you preform one attack trick you can immediately preform another attack trick at the end of the first tricks effect as a bonus action. For example, an elementalist trained in Trick Twinning A hurls a Spear III that upon impact erupts into a Ball Trick. The Ball can normally only appear within 30 feet of the elementalist but because Trick Twinning was used with Spear III, the Ball Trick is activate at 90 feet from the elementalist. Alternatively, an elementalist uses a Ray IV Trick and Trick Twins a Cone II trick. Directly after the Ray Tricks range a 10 foot cone appears and takes effect as the Cone II trick. The second trick always begins directly behind the end of the first trick used. Trick Twinning A: You can twin a Spear and a Cone trick. The Cone trick begins directly behind the target the Spear was thrown at. Prerequisite: level 8.

You can twin a Spear and a Cone trick. The Cone trick begins directly behind the target the Spear was thrown at. Prerequisite: level 8. Trick Twinning B: You can twin a Spear and a Ray Trick. The Ray trick begins directly behind the target the Spear was thrown at. Prerequisite: level 8.

You can twin a Spear and a Ray Trick. The Ray trick begins directly behind the target the Spear was thrown at. Prerequisite: level 8. Trick Twinning C: You can twin a Spear and a Ball Trick. The Ball trick begins directly behind the target the Spear was thrown at. Prerequisite: level 8.

You can twin a Spear and a Ball Trick. The Ball trick begins directly behind the target the Spear was thrown at. Prerequisite: level 8. Trick Twinning D: You can twin a Ray and a Cone trick. The Cone trick begins where the Ray trick ends. Prerequisite: level 8.

Trick Twinning E: You can twin a Ray and a Ball trick. The Ball trick begins where the Ray trick ends. Prerequisite: level 8.

You can twin a Ray and a Ball trick. The Ball trick begins where the Ray trick ends. Prerequisite: level 8. Trick Twinning F: You can twin a Cone and a Ball trick. The Ball trick begins 5 feet after the Cones end, at the cones center. Prerequisite: level 8.

You can twin a Cone and a Ball trick. The Ball trick begins 5 feet after the Cones end, at the cones center. Prerequisite: level 8. Trick Twinning G: You can twin a Melee I and a Cone trick. The Cone trick begins directly behind the target of the Melee I trick. Prerequisite: level 8.

You can twin a Melee I and a Cone trick. The Cone trick begins directly behind the target of the Melee I trick. Prerequisite: level 8. Trick Twinning H: You can twin a Melee I and a Ray trick. The Ray trick begins directly behind the target of the Melee I trick. Prerequisite: level 8.

You can twin a Melee I and a Ray trick. The Ray trick begins directly behind the target of the Melee I trick. Prerequisite: level 8. Trick Twinning I: You can twin a Melee I and a Ball trick. The Ball trick begins directly behind the target of the Melee I trick. Prerequisite: level 8.

You can twin a Melee I and a Ball trick. The Ball trick begins directly behind the target of the Melee I trick. Prerequisite: level 8. Trick Twinning J: You can twin an Imbued Weapon trick and a Cone trick. The Cone trick begins directly behind the target of the Imbued Weapon trick. Prerequisite: level 8.

You can twin an Imbued Weapon trick and a Cone trick. The Cone trick begins directly behind the target of the Imbued Weapon trick. Prerequisite: level 8. Trick Twinning K: You can twin an Imbued Weapon trick and a Ray trick. The Ray trick begins directly behind the target of the Imbued Weapon trick. Prerequisite: level 8.

You can twin an Imbued Weapon trick and a Ray trick. The Ray trick begins directly behind the target of the Imbued Weapon trick. Prerequisite: level 8. Trick Twinning L: You can twin an Imbued Weapon trick and a Ball trick. The Ball trick begins directly behind the target of the Imbued Weapon trick. Prerequisite: level 8. Shielding As an action, you create a thin layer of a given element, for which you have an affinity, around your body. Roll your trick damage. This equals the amount of damage you are protected from. Anytime you are dealt damage by a melee attack, the attacker takes damage equal to the damage they dealt you of the type your shield is made of. When you run out of your armor it is gone. You can use this feature a number of times equal to your Constitution Modifier per long rest. Soul Points Soul Points are an elementalists true force. These allow elementalists the ability to alter the world around them, and even allow them to cheat death. Each action costs a number of soul points, as described in its section. Ascended Affinity Cost. 1 SP

Duration. Concentration, up to 1 minute As a bonus action, you imbue Tricks you preform with your Soul Element with radiant energy as you align yourself with the Radiant Planes. This allows you to deal an additional 1d8 of radiant energy whenever you deal damage with Tricks that use your Soul Element. Descended Affinity Cost. 1 SP

Duration. Concentration, up to 1 minute As a bonus action, you imbue Tricks you preform with your Soul Element with necrotic energy as you align yourself with the Necrotic Planes. This allows you to deal an additional 1d8 of necrotic energy whenever you deal damage with Tricks that use your Soul Element. Extended Attack Cost. 1 SP

Duration. Concentration, up to 1 minute As a bonus action you can extend the range of your trick attacks. For 1 minute, Trick Attacks you use are now doubled in range. An attack that usually has a range of 30 feet now has a range of 60 feet. Grant Affinity Cost. 3 SP

Duration. Concentration, up to 10 minutes As an action you grant your affinity with your Soul Element to another individual. When you do so you can choose one of your tricks to teach them. They gain the ability to use that trick with that element for the duration you chose. Their trick damage is equal to their level (refer to the Elementalist Class Table to determine their trick damage). Grant Immunity Cost. 4 SP

Duration. Concentration, Up to 10 minutes As an action you can grant immunity to the damage type of your Soul Element to a target creature or player. Grant Resistance Cost. 2 SP

Duration. Concentration, Up to 10 minutes As an action you can grant resistance to the damage type of your Soul Element to a target creature or player. Inerrant Overpower Cost. Variable

Duration. Instantaneous Whenever you spend Overpower Points, you may choose to spend a number of Soul Points equal to the number of Overpower Points you spent. If you do, you do not suffer the consequences of your Overpower Trick if you miss with the attack. Additionally, if your attack is successful, you do not suffer the consequences of your Overpower Trick until after 1 minute. Perfected Affinity Cost. 2 SP

Duration. Instantaneous As a bonus action you can spend 2 Soul Points to gain the following bonus to your next Trick Attack using your Soul Element. The next time you deal damage of the same type as your Soul Element that damage is done at its maximum strength. For example, if you would deal 4d8 of your Soul Element, you would maximize that damage to 32 points of damage of your Soul Element type. Remove Affinity Cost. 3 SP

Duration. Concentration, up to 10 minutes. As an action you can remove another elementalists affinity with your Soul Element. The target must be within 40 feet. You force them to make a Wisdom saving throw equal to your Trick DC. On a failure, they lose their affinity with that element for the duration you chose. On a success they keep their affinity, and they cannot be forced to make this check until after a long rest.