The Elemental Mage All elemental mages are magic users that draw on the power of the elements to fuel their abilities. Unlike most other classes, elemental mages acquire new skills and abilities through their use of the elements they wield. As a result, no two mages are the same because they choose which skills they learn. Each element has certain strengths, and a specific focus. While all mages can acquire abilities from any element they generally choose one element to focus on. Elemental mages generally change their title to match their chosen elemental focus when they choose it at first level. For example a mage who chooses Earth features at first level would call themselves an Earth Mage instead of an Elemental Mage. Additionally, an elemental mages' attunement oftentimes begins to affect their temperament and personality. As they grow more powerful and draw more deeply on their elemental abilities this impact may be strong enough to change their alignment. The change is slow and usually only impacts their attitude (L,N,C) not their morality (G,N,E) itself. NOTE: Talk to your DM about the affect of your elemental attunement on your personality, or you may choose to simply represent this yourself or ignore it completely.



Mages that focus on the fury of Fire are often brash, quick tempered, and arrogant, but they are also deadly warriors. They are strong fighters that can deal massive amounts of damage oftentimes to the detriment of their allies and with great personal risk to themselves.



Those that focus on the strength of Earth are ponderous, hulking characters who are imbued with incredible fortitude and constitution. Though they are stronger and more resilient than the other Elemental users they are often much slower (both in speed and spell progression) as a result. They are generally slow to speak and extremely stubborn with strong protective sensibilities. Mages that focus on the element of Air are much less physically imposing, but they are extremely quick and agile. They quickly move out of melee preferring ranged combat and superior maneuverability. Their elemental affinity often provides them with abilities similar to those of a monk though they themselves are often open-minded and free-spirited and sometimes even boisterous.



Those that focus on Water are generally very laid back or easy going. Even in the midst of battle they are usually calm and controlled. They are powerful healers and manipulators. They focus primarily on healing while simultaneously afflicting their enemies with debilitating effects. They make great support or utility characters.



Creating an Elemental Mage When creating an elemental mage, think about where and how you discovered or gained your powers? Did you discover the power yourself or were trained? Is the ability innate or learned? Perhaps you noticed you had a strange affinity with the elements at a young age. Did the bonfire react to your very movements? Or perhaps the wind stopped and started when you wished it to? Maybe your parents trained you to be a mage as is tradition in your family? Perhaps a master saw your natural talent and took you in? However you came into your powers the most important question to ask yourself when creating an elemental mage is which element you wish to focus on. Fire, earth, air, or water? Your chosen elemental focus will be the major determining factor in building your character. Quick Build Air Mage First, put your highest ability score in Wisdom, followed by Constitution. Then choose the sage background. Earth Mage First, your highest ability score should be Constitution, followed by Strength and Wisdom. Second, choose the hermit or outlander background. Fire Mage First, put your highest ability score in Strength, followed by Wisdom and Constitution. Then choose the soldier background. Water Mage First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the acolyte or sailor background.

Elemental Mage Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 2 Elemental Features, Spellcasting 1 3 2 — — — — — — — — 2nd +2 1 Elemental Feature 1 3 3 — — — — — — — — 3rd +2 1 Elemental Feature 1 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 2 4 4 3 — — — — — — — 5th +3 1 Elemental Feature 2 4 4 3 2 — — — — — — 6th +3 1 Elemental Feature 2 5 4 3 3 — — — — — — 7th +3 1 Elemental Feature 2 5 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 2 6 4 3 3 2 — — — — — 9th +4 1 Elemental Feature 2 6 4 3 3 3 1 — — — — 10th +4 1 Elemental Feature 3 6 4 3 3 3 2 — — — — 11th +4 1 Elemental Feature 3 7 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 3 7 4 3 3 3 2 1 — — — 13th +5 1 Elemental Feature 3 8 4 3 3 3 2 1 1 — — 14th +5 1 Elemental Feature 3 8 4 3 3 3 2 1 1 — — 15th +5 1 Elemental Feature 3 8 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 3 9 4 3 3 3 2 1 1 1 — 17th +6 1 Elemental Feature 3 9 4 3 3 3 2 1 1 1 1 18th +6 1 Elemental Feature 3 10 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 3 10 4 3 3 3 3 2 1 1 1 20th +6 Elemental Mastery 3 10 4 3 3 3 3 2 2 1 1 Class Features As a Elemental Mage you gain the following class features. Hit Points Hit Dice: 1d6 per Elemental Mage level

Hit Points at 1st Level: 6 + Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Elemental Mage level after 1st Proficiencies Armor: Light Armor

Weapons: Simple Weapons

Saving Throws: Constitution, Wisdom

Skills: Nature and two more from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Stealth, and Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: an explorer's pack

an arcane focus

4d4 x 10 gp

Note: The gold should be used to purchase the rest of your starting equipment. However, you may only purchase weapons and armor with which you are proficient.

Your arcane focus should be an item that has some significance to you.

For example: a fire mage may have a large coal or jar of ashes whereas an earth mage might carry the first stone they manipulated. It could also be an amulet, talisman, or another object given to you by your master or perhaps a family heirloom.

Elemental Features Beginning at 1st level, you may choose two tier 1 Elemental Features of the same element and gain additional features at higher levels as shown in the table above. These features all share a few basic requirements that must be met before they are learned. Elemental Feature are divided into tiers. To choose an Elemental Feature you must have at least one Elemental Feature of the same element from the previous tier. Tiers only unlock at certain levels as follows: Tier 3 features cannot be taken until 5th level, tier 4 at 10th level, and tier 5 at 15th level. You must also meet any requirements that may be listed under each ability. Some features improve as you grow stronger. The improvements if any are listed below the feature and are usually unlocked when you acquire an Elemental Feature from a higher tier of the same element. Once you begin down a Elemental Path, you are locked into it, no longer able to change to the other Elements, and you can only select features that are of the same element. Spellcasting As an Elemental Mage, you draw on the magical power of nature and the elements to cast your spells. See Chapter 10 of the Player's Handbook (PHB) for the general rules of spellcasting. Cantrips At 1st level, you know one cantrip of your choice from the spell list below. You also learn two additional cantrips as determined by your elemental ability. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table above. The available cantrips are noted at the top of the elemental tree and must be chosen when you take your first elemental feature from that tree. Spell Slots The Elemental Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known You know three 1st-level Elemental Mage spells of your choice at 1st level. You learn additional spells at higher levels, as shown in the Spells Known column of the Elemental Mage table above. Each of these spells must be of a level for which you have spell slots. When you learn a new spell you may also exchange one spell you already know for another. Spellcasting Ability Wisdom is your spellcasting ability as an Elemental Mage, since your magic draws on your attunement to the elements. You use your Wisdom score whenever a spell or ability refers to your spellcasting ability. Your Wisdom modifier is used to determine your saving throw DC for your spells and your attack modifier as follows: Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your elemental mage spells. Spell List As an Elemental Mage you learn Spells and Cantrips from the Sorcerer's spell list.

Elemental Features Air Air specialists generally focus on ranged combat. They are also extremely fast and light on their feet. Their wind fueled powers often emulate monk training. Tier 1 When you choose a tier 1 air ability for the first time you learn one of the following Cantrips: Shocking Grasp or Mage Hand.

Additionally, if you are choosing your first level features, you also learn the cantrip Gust. Elemental Resistance You gain resistance to lightning damage. Air Tier 4 - This becomes immunity. Speed Demon You can use your bonus action to take the Dash or Disengage action on your turn. Unarmored This feature may only be taken at first level.



While you are wearing no armor and not wielding a shield your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Wind Missile This feature may only be taken at first level.



When you choose this feature you gain the ability to fire ammunition without the use of weapons. When you take the attack action you can use your control of the wind to launch any kind of ammunition as an attack. All ammunition fired in this way has a range of 120 feet and deals damage equal to 1d6 + your Wisdom Modifier. The type of damage is dependent upon the ammunition fired (arrows=piercing, sling bullets=bludgeoning, etc.). All ammunition you use is considered to be fired from a weapon with which you are proficient allowing you to add your proficiency bonus to the attack roll. You must still make a ranged attack roll and may add your attack and damage modifiers as normal using your Wisdom modifier for the attack and damage bonuses. Air Tier 3 - You may fire two missiles at once when you use the Wind Missile attack feature. You may target one enemy or multiple. Additionally, the damage is increased to 1d8. Wind Walker When you choose this feature your movement speed increases by 10 feet. Air Tier 3 - Your movement speed increases by an additional 5 feet. Tier 2 Must have at least one Tier 1 air feature before acquiring a Tier 2. Disarm You cause a powerful gust of wind to pull a weapon or object from an enemies grasp. You choose a creature within 120 feet that you can see to drop any object they are holding. The target must make a Dexterity or Strength saving throw (decided by the caster) against your spell save. On a failure the object or weapon you chose is ripped from their grasp and pulled 20 feet directly towards yourself. The object floats 3 feet off the ground until it is grabbed, whether by you or another, or until you choose to let it fall. On each consecutive turn you may use your bonus action to continue to pull the object towards yourself at a rate of 40 feet per turn. The object can be moved in any direction (raised/lowered or strafed) up to 3 feet to avoid obstacles in its path to you. However, any obstacle that cannot be avoided ends the movement, and the object falls when it collides with the obstacle. When the object reaches you, you can choose to catch it if you have a free hand otherwise it is dropped at your feet. Any creature other than yourself attempting to retrieve the object must make an Acrobatics check against your spell save to grab it. You may choose to allow any person to automatically succeed on this check if you wish. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses on a long rest. Elemental Spells You learn three spells from the following list. These do not count towards your total number of known spells. The spells must be of a level for which you have spell slots. You may choose this feature multiple times, you learn different spells each time. Spell Level Spells 1st Feather Fall, Fog Cloud, Hail of Thorns, Jump, Longstrider, Magic Missile,Thunderous Smite, Thunderwave 2nd Blur, Cloud of Daggers, Cordon of Arrows, Gust of Wind, Levitate, Mirror Image, Shatter, Spider Climb 3rd Call Lightning, Conjure Barrage, Fly, Gaseous Form, Haste, Lightning Arrow, Lightning Bolt, Slow, Stinking Cloud, Wind Wall 4rd Freedom of Movement 5rd Cloudkill, Conjure Volley, Swift Quiver, Telekinesis 6rd Blade Barrier, Chain Lightning, Wind Walk 8rd Control Weather 9rd Storm of Vengeance

Feather Fall You can cast the spell Feather Fall at will without expending spell slots or requiring material components. You may target only yourself when you use this ability. Air Tier 3 - You can cast the spell at will with full effect. Free Movement When you gain this feature, difficult terrain doesn't cost you extra movement. Air Tier 4 - Your movement speed cannot be reduced by magical means. Static Charge You can use your bonus action to charge yourself or another willing creature with a static charge. You must be able to touch the creature to use this ability. When a statically charged creature is hit with a melee weapon attack the attacker is shocked in return. The attacker must succeed on a Constitution saving throw against your spell save, or be stunned. The stun lasts until the end of the creatures next turn. The charge lasts for one minute, or until it has released 3 shocks and then dissipates. This ability can be used a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Air Tier 3 - The static charge can release 5 shocks before dissipating.

Air Tier 4 - You regain all expended uses when you finish a short or long rest.

Air Tier 5 - The static charge lasts for the duration and has no limit on the number of shocks released. Tier 3 Requires level 5. Must have at least one Tier 2 air feature before acquiring a Tier 3. Agile You gain proficiency in Dexterity saving throws. Arrow Trap You can cast the spell Cordon of Arrows without expending a spell slot. You can cast the spell twice using this ability. You regain all expended uses when you finish a short or long rest. Blur You gain the ability to cast the spell Blur once without expending a spell slot or requiring material components. When you do so, you can't do so again until you finish a long rest. Additionally, you automatically succeed on your first roll made to maintain concentration. Air Tier 4 - You regain all expended uses on a short or long rest.

Air Tier 5 - You automatically succeed on your first 3 saving throws made to maintain concentration. Fast Acting You gain a +5 bonus to initiative.

Thunderclap You clap your hands together and release the spell Thunderwave. The spell is cast without expending a spell slot or requiring any components other than the ability to clap your hands together.

You have two uses of this feature. You regain all expended uses when you finish a long rest. Air Tier 4 - You cast the spell at 2nd level.

Air Tier 5 - You cast the spell at 3rd level. Tier 4 Requires level 10. Must have at least one Tier 3 air feature before acquiring a Tier 4. Elemental Missiles Requires Wind Missile.



Any ammunition you fire with your Wind Missile ability does additional elemental damage. Ammunition that deals piercing or slashing damage deals an additional 1d4 lightning damage. Ammunition that deals bludgeoning damage deals an additional 1d4 thunder damage. Air Tier 5 - Damage is increased to 1d6 of the relevant damage type. Evasion Your instinctive agility allows you to dodge out of the way of area effects. When you are subjected to an effect that requires 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. Ranged Master Your ranged attacks ignore half and three-quarters cover. Whenever you roll a 1 or a 2 on a damage die for a ranged attack you can instead reroll the die but you must use the new roll. Wind Missile Adept Requires Wind Missile



When you take this feature your Wind Missile ability is strengthened considerably. The effective range is increased to 300 feet, and the damage is increased to 1d10 + your Wisdom Modifier. Additionally, you may fire three missiles at once when you use the Wind Missile attack feature. Air Tier 5 - Your range is increased to 600 feet, and you may fire four missiles at once when you use the Wind Missile attack feature. Wind Walker 2 Requires Wind Walker. You gain the ability to walk across liquid surfaces as if on solid ground. You also gain the ability to move along vertical surfaces without falling. Finally, your movement speed increases by an additional 10 feet. Tier 5 Requires level 15. Must have at least one Tier 4 air feature before acquiring a Tier 5. Aerial Barrage You gain the ability to cast the spell Conjure Volley once without expending a spell slot. You regain all expended uses when you finish a long rest. Instinctive Dodge You can choose to automatically succeed on any Dexterity saving throw you are subjected to. You must decide to use this ability before you make the roll. You have a number of uses equal to half your Wisdom modifier rounded up (minimum of 1). You regain all expended uses when you finish a long rest. Lightning Shot When you choose this feature you gain the ability to cast the spell Lightning Arrow once without expending a spell slot or requiring material components. When you do so, you can't do so again until you finish a long rest. One With Air You gain the ability to cast the spell Investiture of Wind once without expending a spell slot or requiring material components. Air Mastery Your mastery of elemental air has given you control of the very air around you at a whim. The air near you is in constant motion swirling and blowing in drafts and eddies as it reacts to your unconscious commands. This control gives you the following benefits: You gain a flying speed equal to your walking speed.





All ranged weapon attacks made against you are made with disadvantage as the air around you automatically pushes projectiles harmlessly aside.





When you are hit by a melee attack you may use your reaction to attempt to push the attacker away from you with a blast of wind. The attacker must succeed on a Strength saving throw against your spell save or be pushed 15 feet away.





The shifting air around you disperses and clears away gases and vapors, in a 15 foot radius, making you immune to any damage or effects that rely upon you breathing in harmful vapors such as those caused by the spell stinking cloud. This can also be used to clear away non-harmful vapors such as smoke and fog within range if you wish.

Earth Elementalists that focus on the strength of earth make good warriors and even better tanks. They excel at taking the enemies focus and absorbing massive amounts of damage. Tier 1 When you choose a tier 1 earth feature for the first time you learn one of the following Cantrips: poison spray or thorn whip.

Additionally, if you are choosing your first level features, you also learn the cantrip mold earth. Armored This feature may only be taken at first level.



When you choose this feature you gain proficiency with heavy armor and shields. Elemental Resistance You gain resistance to acid damage. Earth Tier 4 - This becomes immunity. Hit Die Increase This feature may only be taken at first level.



When you choose this feature your hit dice become 2d6's. You immediately recalculate your hp as if you had always had 2d6 hit die. Additionally, when you take this feature your spellcasting ability is reduced. Your spell casting level is one level below what is shown on the chart above. So, at level one instead of two 1st level spell slots you have none, and at level 5 you would have the spell slots of a level 4 caster (four 1st level, three 2nd level, and zero 3rd level slots) Stonefist You can use your bonus action to magically turn your fists to stone to increase your damage. While encased in stone your unarmed attacks deal 1d8 bludgeoning damage. While this enchantment is active you can't interact with any objects that requires use of your fingers. You can dismiss this enchantment at any time. You can use this feature at will. Earth Tier 2 - You may make 2 unarmed strikes as your attack action.

Earth Tier 3 - The damage dealt increases to 1d10.

Earth Tier 4 - You may make 3 unarmed strikes as your attack action.

Earth Tier 5 - The damage dealt increases to 1d12. Stone Cloud You cause a number of small stones or pebbles, equal to twice your level (max 20), to hover above your head. These stones may be used to make ranged attacks at a range of 60 feet Make a ranged spell attack against a creature within range, on a hit the target takes 1d4+1 bludgeoning damage. You may use your action to fire two as your attack, one as a bonus action, or one as an opportunity attack as a reaction. When firing stones as a reaction you may fire them at any enemy who moves within 15 feet of you as an opportunity attack.





































































The stones remain aloft for up to 2 hours at which time they fall harmlessly to the floor. Once you use this feature, you must finish a short or long rest before you can use it again. Earth Tier 3 - Damage is increased to 1d6, and the duration to 3 hours.

Earth Tier 4 - Duration is increased to 4 hours.

Earth Tier 5 - Damage is increased to 1d8. Tier 2 Must have at least one Tier 1 earth feature before acquiring a Tier 2.



When you choose a tier 2 earth feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. Defensive Stance Requires proficiency with shields.



After choosing this feature you may use your bonus action to fall into a defensive stance that lasts until the start of your next turn. While in this stance you provide protection to any nearby allies. All allies within 10 feet of you gain a +1 AC bonus. Your defensive stance remains active as long as you remain in place. You must be wielding a shield to use this feature.

Earth Tier 3 - Allies within range also gain a +1 to all saving throws.

Earth Tier 4 - Protection range increased to 15 feet.

Earth Tier 5 - +2 Bonus to AC and saving throws. Immovable When you choose this feature your weight increases by 20%. You become immune to any attempts to push, pull, knockdown, or otherwise move you in any unwanted way as long as both feet are on soild ground.



Additionally, when you gain this feature, your speed is decreased by 5 feet. This does not apply to effects that compels you to move, such as Compulsion, or Compelled Duel, or that lift you off the ground, such as Levitate, or Telekinesis. Shield Bash Requires proficiency with shields.



When you choose this feature you gain the ability to make attacks with your shield dealing 1d6 bludgeoning damage. Your shields are considered weapons with which you are proficient allowing you to add your strength modifier to your attack and damage rolls as with normal weapons. You may also use your bonus action to make an attack with your shield as if with an offhand weapon. Earth Tier 3 - Damage is increased to 1d8.

Earth Tier 4 - Target must make a strength saving throw against your spell save or be knocked prone. Creatures one size category larger than the PC are immune to this effect.

Earth Tier 5 - Damage is increased to 1d10. Tremor You may use your action to cause a tremor to emanate along the floor to a radius of 15 feet centered on yourself. Any creatures within range must make a Dexterity saving throw against your spell save. On a failed save a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save they take half as much damage, and are not knocked prone. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Earth Tier 3 - You add your Wisdom modifier to the damage roll.

Earth Tier 4 - You regain all expended uses when you finish a short or long rest.

Earth Tier 5 - Radius is increased to 20 feet and the damage is increased to 1d8. War Caster You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Tier 3 Requires level 5. Must have at least one Tier 2 earth feature before acquiring a Tier 3.



When you choose a Tier 3 earth feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative.



Additionally, your movement speed is reduced by 5 feet. Charge Requires Shield Bash.



You can use your action to make a charging attack. You raise your shield before you and sprint at full speed. Your speed is doubled and you charge in a straight line knocking aside anyone in your path. Anyone of a large or smaller size in your path must make a Dexterity saving throw against your spell save or take 1d10 bludgeoning damage, and be knocked back 10 feet and fall prone. On a successful save they take no damage, but they must use their reaction to move 10 feet out of the way to dodge the charge. If they do not have the use of their reaction they are knocked prone, but they still do not take the damage. You can stop your charge at any point or be stopped by an impact with a wall or other immovable object such as a creature above large size. Your charge must be in a mostly straight line as you are at a full sprint, but you may swerve a few feet out to either side to hit your targets. You can hit any number of targets as long as they are in a semi-straight line as described above, and you have enough movement to reach them. You must be wielding a shield to use this feature. Defensive Maneuvers Requires Defensive Stance



After you use your bonus action to fall into a defensive stance you may use your reaction to perform one of the following maneuvers: Block (Requires Shield Bash) - When you are hit by a melee weapon attack you may attempt to block it instead. When you do so, the damage you take is reduced by an amount equal to your shield bash damage damage die roll + your Strength modifier.

Protector - When an ally within your defensive stance range is targeted by a melee attack you may move to protect them. The attacker must choose to either target you instead or attack your ally with disadvantage.

Retaliation - When an ally within your protective range is hit with a melee weapon attack you may move to the attacker and make one melee weapon attack against the creature with a +2 flanking attack bonus. This move does not provoke attacks of opportunity.

Retreat - When an enemy approaches you, you may move up to half your speed away from the enemy possibly taking you out of range.

Extra Attack When you choose this feature, you can attack twice, instead of once, whenever you take the attack action on your turn.



When you choose this feature your spell casting ability weakens. Your effective spell casting level is reduced by two. This effect is cumulative. Resilient You have advantage on Constitution saving throws made to resist being poisoned and on saving throws made to end conditions afflicted by poison. You also gain resistance to poison damage. Earth Tier 5 - You become immune to poison damage. Taunt You may use your action to taunt a number of creatures equal to your Wisdom modifier within a range of 120 feet. All creatures must be able to hear you, and understand at least one spoken language to be affected. All taunted creatures must succeed on a Wisdom saving throw against your spell save or become provoked. All provoked creatures must use their action to move towards you. Upon reaching you they may then attempt to make melee attacks against you. Provoked creatures may only take the dash or attack action on their turn. If they are restrained or blocked from reaching you in some way they may take any actions in an attempt to reach or damage you. Provoked creatures continue to be affected until they succeed on a Wisdom saving throw that they may reroll at the end of every subsequent turn or whenever they take damage. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Earth Tier 4 - Taunt a number of creatures equal to your Wisdom modifier +1.

Earth Tier 5 - Taunt a number of creatures equal to your Wisdom modifier +2. Tier 4 Requires level 10. Must have at least one Tier 3 earth feature before acquiring a Tier 4.



When you choose a Tier 4 earth feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative.

Earth Heal Using your bonus action you draw power from the earth to heal yourself. You regain 5 hit points when you use this ability, and you regain 5 more at the start of every subsequent turn. This healing continues as long as you are engaged in battle, and have at least one hit point remaining at the start of your turn. To be considered engaged in battle you must have made an attack on your last turn, or have been targeted by an attack since your last turn (hit or miss). If you reach full health or fail to meet any other conditions this healing ends. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Earth Merge When you choose this feature you gain the ability to travel through the very earth at incredible speed. You can use your action to cause you and everything you are wearing and carrying to merge into the ground. You can then move through solid earth or stone as if it was air without destabilizing it. Your movement speed is doubled and you can emerge at any point in an unoccupied space, but you can't end your movement without emerging. If you do so, you are ejected to the nearest unoccupied space, take 4d6 force damage, and are stunned until the end of your next turn. You cannot take damage or be targeted by any attacks while moving in this way. You may only move through natural stone and earth with this feature. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Earth Tier 5 - You can travel up to 3 times your normal movement speed. Hearty Your hit point maximum increases by an amount equal to twice your level when you gain this feature. Your hit point maximum also increases by an additional 2 HP for every level gained thereafter.



Your effective spell casting level is reduced by one. This effect is cumulative.

Fortitude You gain an additional ability score improvement when you take this feature. You may only use this to increase your Strength or Constitution ability scores, but otherwise follows the normal rules for an ability score improvement. Stone Skin When you choose this feature your skin toughens and your AC is increased by 1. Tier 5 Requires level 15. Must have at least one Tier 4 earth feature before acquiring a Tier 5.



When you choose a tier 5 earth feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. One With Earth You gain the ability to cast the spell Investiture of Stone once without expending a spell slot or requiring material components. Stone Wall You can cast the spell Wall of Stone once per day without expending a spell slot or requiring material components.

If you choose, you can forego maintaining concentration and instead make the wall permanent immediately upon casting. Toughened You gain resistance to non-magical bludgeoning, piercing, and slashing damage.



Your effective spell casting level is reduced by one. This effect is cumulative. Transmutation When you choose this feature you gain the ability to cast the spell Transmute Rock once without expending a spell slot or requiring material components. You regain all expended uses when you finish a long rest. Earth Mastery Your Constitution scores is increase by 2. Your maximum for Strength and Constution score is now 24. Additionally, your hitpoint maximum is increased by 10.



Your effective spell casting level is reduced by one. This effect is cumulative.

Note: Your total spell casting reduction to obtain this level is a minimum of 5 levels, but could be as many as 10 if you took all of the features that reduce your casting level. Fire Elemental Mages that focus on the power of fire are often highly destructive warriors. They make great fighters and specialize in direct melee combat, and dealing high damage. Tier 1 When you choose a tier 1 fire feature for the first time you learn one of the following Cantrips: Firebolt or Produce Flame.

Additionally, if you are choosing your first level features, you also learn the cantrip control flames. Elemental Resistance You gain resistance to fire damage. Fire Tier 4 - This becomes immunity. Fiery Fists You can use your bonus action to cover your fists and forearms with fire. When you use the attack action on your turn, you can make one unarmed strike as a bonus action. You cannot make an attack as a bonus action if you are wielding a weapon with the two-handed or heavy properties. While the flames persist your unarmed strikes deal 1d6 + Wisdom modifier fire damage. You can also launch fire from your fists to make a ranged attack at a range of 30 feet. You can choose to target and ignite flammable objects that aren't being worn or carried. The flames shed bright light in a 10 foot radius and dim light for an additional 10 feet. You can dismiss the flames at any time. Fire Tier 2 - Range increases to 40 feet.

Fire Tier 3 - Damage increases to 1d8.

Fire Tier 4 - Range increases to 50 feet. Fire Whip You create a long whip of fire that lashes out to a range of 30 feet towards a creature at your command. Make a ranged spell attack roll against the target. On a hit, the creature takes 1d6 fire damage, and if the target is large or smaller, you pull the creature up to 10 feet closer to you. This counts as a regular attack for you, and is therefore usable any number of times. When you gain the extra attack feature this can be used as one of your 2 attacks allowing you to make 1 attack with fire whip and 1 with a regular weapon. However, fire whip cannot be used twice in the same turn. This ability also requires one hand free to wield the whip as you would with a normal weapon. Fire Tier 3 - Damage increases to 1d8.

Fire Tier 4 - Range increases to 40 feet, and they are pulled up to 15 feet.

Fire Tier 5 - Damage increases to 1d10. Hit Die Increase This feature may only be taken at first level.



When you choose this feature your hit dice become 1d10's. You immediately recalculate your hp as if you had always had 1d10 hit die.



Additionally, when you take this feature your spellcasting ability is reduced. Your spell casting level is one level below what is shown on the chart above. So, at level one instead of two 1st level spell slots you have none, and at level 5 you would have the spell slots of a level 4 caster (four 1st level, three 2nd level, and zero 3rd level slots). The Warrior This feature may only be taken at first level.



When you choose this feature you gain proficiency with martial melee weapons and medium armor. Tier 2 Must have at least one Tier 1 fire feature before acquiring a Tier 2.



When you choose a tier 2 fire feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. Aura of Flame You can use your action to project an aura of flame around yourself. The super heated air around you deals 1d4 fire damage at the end of your turn to up to 3 creatures within a 15 foot radius of you. The aura lasts for 1 minute, and you may choose which creatures if any to deal damage to (maximum 3) within range. You may also choose to target and ignite flammable objects in the area that aren't being worn or carried. Fire Tier 3 - You may choose one of the following improvements.

Fire Tier 4 - You may choose one of the following improvements.

Fire Tier 5 - You may choose one of the following improvements. Improvements - Increase the number of affected targets by 1. Increase the damage by one step (d4 to d6, d6 to d8, max at 1d8). Increase the radius by 5 feet. Charging Strike You may use your action to charge and attack a single enemy. You move up to twice your normal movement speed and make a melee weapon attack against the chosen target. Your attack roll has advantage and you deal an additional damage die worth of damage. Any attacks of opportunity made against you during your reckless charge are made with advantage. Elemental Charge You may use your bonus action to imbue a melee weapon you are wielding with elemental energy. A weapon charged in this way deals 1d4 fire damage in addition to its normal damage. You must be wielding the weapon at the time of casting. The charge lasts for 1 minute, but the charge is lost as soon as you release the weapon from your your grasp. You may only have one weapon charged at a time. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. The following rules still apply after improving this ability. You must use a Bonus Action to charge each weapon, you must be touching the weapon to charge it, you must choose the damage type when you charge the weapon, and each time you charge a weapon it expends one use. Fire Tier 3 - You may choose one of the following improvements.

Fire Tier 4 - You may choose one of the following improvements.

Fire Tier 5 - You may choose one of the following improvements. Improvements - Increase the damage die by one step (max d8). Gain the ability to have two weapons charged at once. Gain 2 additional uses (Wisdom modifier +2)(max +4). Gain the ability to imbue other elemental damage types: fire, cold, acid, or lightning. Faerie Fire Halo When you successfully hit an enemy with a melee attack you can use your bonus action to outline the creature in harmless red, blue, green, or violet flames (your choice). The flames shed dim light in a 10 foot radius, and last for up to 1 minute with concentration. Any attack roll against the affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. You automatically succeed on your first check made to maintain concentration. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Fire Tier 4 - You regain all expended uses on a long or short rest. Fighting Style When you choose this feature you may choose one of the following fighting styles: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You may still gain this benefit while wielding a shield.

Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Tier 3 Requires level 5. Must have at least one Tier 2 fire feature before acquiring a Tier 3.



When you choose a tier 3 fire feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. Extra Attack When you choose this feature, you can attack twice, instead of once, whenever you take the attack action on your turn.



When you choose this feature your spell casting ability weakens. Your effective spell casting level is reduced by two. This effect is cumulative. Fire Power When you roll a 1 on a damage die for any spell or ability that deals fire damage you can reroll the die but you must use the new roll. Improved Critical When you choose this feature your melee weapon attacks score a critical hit on a roll of 19 or 20.



When you choose this feature your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. Rocket Jump You may use your action to shoot fire from your hands and feet propelling you into a rocket fueled leap through the air. You leap up to 20 feet in the air, and then you may fly up to your movement speed. At the end of your movement you drop harmlessly to the ground in the nearest unoccupied space. If there is no unoccupied space within 5 feet of where you ended your movement you are thrown to the nearest unoccupied space, take 1d10 bludgeoning damage, and fall prone. Any creatures that you pass over during your movement phase, that you choose, must make a Dexterity saving throw. A target takes 2d10 fire damage on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Warrior Strike Once per turn when you roll damage for a melee weapon attack, you can reroll the damage die and use either total. Tier 4 Requires level 10. Must have at least one Tier 3 fire ability before acquiring a Tier 4.



When you choose a tier 4 fire feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. Brutal Critical When you choose this feature you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Fire Tier 5 - This increases to two additional dice. Extra Attack (2) Requires Extra Attack Cannot be taken until 11th level.



When you choose this feature, your number of attacks increases to three whenever you take the attack action on your turn. When you choose this feature your spell casting ability weakens. Your effective spell casting level is reduced by two. This effect is cumulative.

Fire Breath You can use your action to exhale destructive fire in a 15 foot cone. When you use your fire breath, each creature in the area must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Pyromaniac You may use your action to connect to the elemental plane of fire granting you the ability to consume fire. Style Mastery Requires a Fighting Style



You must choose the same style mastery as your previously chosen fighting style. The mastery benefits are added to the fighting style benefits. Dueling Mastery - When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to AC. Additionally, when a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

Great Weapon Mastery - When you reduce a creature to 0 hit points with an attack, you may make one melee weapon attack as a bonus action. Before you make an attack you may choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the damage. The weapon must have the two-handed or versatile property for you to gain these benefits.

Two-Weapon Master - You may use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You may also draw or stow two one-handed weapons at a time instead of just one. Tier 5 Requires level 15. Must have at least one Tier 4 fire ability before acquiring a Tier 5.



When you choose a tier 5 fire feature for the first time your spell casting ability weakens. Your effective spell casting level is reduced by one. This effect is cumulative. Deathblow When you hit with a melee weapon attack, you may choose to automatically max out your damage die. You may only apply this to a maximum of four damage die, any additional damage die applied to the attack are rolled as normal. Once you use this feature, you must finish a short or long rest before you can use it again. Flame Shielding When you choose this feature you gain the ability to cast the spell Fire Shield (warm shield only) once without expending a spell slot or requiring material components. When you do so, you can't do so again until you finish a long rest. Furious Assault Requires Fiery Fists



When you are using your Fiery Fists ability you can use your action to begin a furious assault. You charge across the battlefield in a fiery burst of speed attacking everyone in your path. You move double your normal movement speed, and may make two unarmed strikes against every enemy you pass during your movement phase. All opportunity attacks against you are made with disadvantage. Once you use this feature, you must finish a short or long rest before you can use it again. One With Fire You gain the ability to cast the spell Investiture of Flame once without expending a spell slot or requiring material components. Fire Mastery Your Strength score is increase by 2. Your maximum for Strength and Constution score is now 24. Additionally, your hitpoint maximum is increased by 6.



Your effective spell casting level is reduced by one. This effect is cumulative.

Note: Your total spell casting reduction to obtain this level is a minimum of 4 levels, but could be as many as 10 if you took all of the features that reduce your casting level.



Water Water specialists often focus on their casting rather than melee combat. They generally make good healers and usually prefer to support their allies and try to keep them alive. Tier 1 When you choose a tier 1 water ability for the first time you learn one of the following cantrips: Ray of Frost or Spare the Dying.

Additionally, if you are choosing your first level features, you learn the cantrip Shape Water. Aquatic Adaptation You gain the ability to breathe underwater, and also retain your normal mode of respiration. You gain a swimming speed equal to your walking speed. Elemental Resistance You gain resistance to cold damage. Water Tier 4 - This becomes immunity.

Healer You can now learn cantrips and spells from the Cleric spell list. Additionally, you immediately learn one new spell of your choice, but it must come from the cleric spell list. This spell does not count against your number of spells known. This spell must be of a level for which you have a spell slot. When you learn a new spell you may also exchange this spell for another from the cleric list. Water Tier 2 - You learn an additional cleric spell. This spell does not count against your number of spells known.

Water Tier 3 - You learn an additional cleric spell. This spell does not count against your number of spells known.

Water Tier 4 - You learn an additional cleric spell. This spell does not count against your number of spells known.

Water Tier 5 - You learn an additional cleric spell. This spell does not count against your number of spells known. Healing Waters This feature may only be taken at first level.



You can use water to heal and soothe the wounds of yourself or others. You touch a willing creature restoring hit points equal to 1d6 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest. Water Tier 2 - The healing increases to 1d8.

Water Tier 3 - You gain an additional use (Wis mod +1)

Water Tier 4 - The healing increases to 1d10.

Water Tier 5 - The healing increases to 2d6 and you gain an additional use (Wis mod +2). Ice Shard This feature may only be taken at first level.



You create and fire a magical shard of ice at a creature within range. This ability requires verbal and somatic components. You use your action to attack a creature within a range of 120 feet. Make a ranged spell attack roll against the target. On a hit, it takes 1d8 cold damage, and suffers an additional affect determined by the type of ice shard used. You may choose one type of ice shard from the list below. You learn additional ice shard types as you advance, but you must decide which of your known types you wish to use before making the attack roll. Water Tier 2 - You learn another shard type chosen from the list below.

Water Tier 3 - You deal an additional die worth of damage (2d8).

Water Tier 4 - You deal an additional die worth of damage (3d8).You also learn another shard type chosen from the list below.

Water Tier 5 - You deal an additional die worth of damage (4d8). Properties - Deadly - Your ice shard deals 1d10 cold damage instead of 1d8. This benefits from the damage increase as well (2d10, 3d10, 4d10). Distracting - On a hit, the creature has disadvantage on their next attack. Freezing - The creature must succeed on a Strength saving throw or be grappled by growing ice. They can repeat the save at the end of each of turn. Magebane - The creature has disadvantage on saving throws made to maintain concentration until the start of your next turn. Slowing - The creature speed is reduced by 10 feet until the start of your next turn. Wounding - The creature can't regain hitpoints until the start of your next turn. Tier 2 Must have at least one Tier 1 water ability before acquiring a Tier 2. Chilling Cloud You use your action to create an area of intensely chilled air in an area within range. You create a 15-foot-radius sphere of freezing fog centered on a point within a 120 foot range. The sphere spreads around corners and the area is partially obscured by a thin fog. All creatures within or partially enveloped by the fog take 1d6 cold damage at the start of every turn that they remain in the area. Their speed is reduced by half as soon as they enter, and while they remain in, the area. Any creature that starts its turn in the fog begins freezing and must make a Constitution saving throw or be restrained. As a action they may make another Constitution saving throw to end the restraint. The restraint ends if the creature takes any Fire Damage, and is immune to this effect for that round. You may use your bonus action on each subsequent turn to move the fog up to 20 feet in any direction. The chilling cloud lasts for 1 minute, and requires concentration to be maintained. Water Tier 3 - The radius of the cloud is increased by 5 feet.

Water Tier 4 - The damage increases to 1d8.

Water Tier 5 - The radius increases to 30 feet, and the damage to 1d10. Elemental Spells You learn three spells from the list below. These do not count towards your total number of known spells. The spells must be of a level for which you have spell slots. You may choose this feature multiple times, you learn different spells each time. Spell Level Spell Name 1st Chromatic Orb, Color Spray, Create or Destroy Water, Sleep 2nd Blindness/Deafness, Enhance Ability, Enlarge/Reduce, Hold Person, Magic Weapon, Silence 3rd Bestow Curse, Counterspell, Haste, Sleet Storm, Slow, Water Breathing, Water Walk 4th Control Water, Ice Storm 5th Cone of Cold, Contagion, Geas, Hold Monster 6th Otiluke's Freezing Sphere, Wall of Ice 8th Tsunami 9th Shapechange, Time Stop

Healing Specialist When you roll a 1 or 2 on a die for any ability or spell that heals, you can treat them as a 3 instead. Purge You may use your action to touch a wiling creature and purge their body, cleansing them of one ailment. You can end one disease or condition afflicting them. The conditions include: blinded, deafened, paralyzed, and poisoned. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest. Water Tier 3 - You can also end the charmed, frightened, or stunned conditions.

Water Tier 4 - You can end one of the following effects: any reduction to the target's ability scores, one effect reducing their hit point maximum, the petrified condition, one level of exhaustion, or one curse, including the target's attunement to a cursed magic item. A target may only be cured of one level of exhaustion through the use of this feature.

Water Tier 5 - You neutralize all poisons, cure all diseases, lift all curses, and end all conditions afflicting the target with one use. Water Sphere You can use your action to cast a spell that creates a magical barrier of water that protects a single creature. Casting the spell requires verbal and somatic components. The target must be willing and within a range of 60 feet. The barrier lasts up to 1 minute with concentration. The target gains a +2 bonus to AC, and resistance to fire damage for the duration. You can cast this spell a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Water Tier 3 - The AC bonus is increased to +3.

Water Tier 4 - The shield now renders the target immune to fire damage.

Water Tier 5 - The AC bonus is increased to +4, and the shield becomes immediately permanent no longer requiring concentration to be maintained. Tier 3 Requires level 5. Must have at least one Tier 2 water ability before acquiring a Tier 3. Combat Healer When you use your action to use your healing waters, purge, or water sphere abilities you can use a second one as a part of the same action. Nullify You may use your reaction to attempt to negate the effects of an ailment applied to you or your allies. When a willing creature within 60 feet fails a Constitution or Wisdom saving throw you may attempt to block the effect on their behalf. You make the same saving throw with advantage using your own modifiers instead. A successful saving throw on your part counts as a save for them. On a failure, you can choose to suffer the effects of the failed throw intended for them if you wish. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Water Tier 4 - You gain an additional use of this ability (Wisdom modifier +1).

Water Tier 5 - You regain all expended uses when you finish a short or long rest. Split-Shard When you use your action to make attack with an Ice Shard, you may have the shard split to make an attack against a single creature that you have not hit with with an Ice Shard this turn that is within 5 feet of your original target. Make a separate attack roll for the new target. The shard is of the same type as the original. Water Tier 4 - You may make target an additional creature, and are able to change the type of shard, decide which of your known types you wish to use before making the attack rolls. All split-shards are the same if your choose to change them.

Water Tier 5 - You may target any number of creatures within 10 feet of your original target. You may change the type of each, deciding which of your known types you wish to use before making the attack rolls. Water Specialist You can add your Wisdom modifier to the damage roll of any spell, cantrip, or ability you use that deals cold damage. Tier 4 Requires level 10. Must have at least one Tier 3 water ability before acquiring a Tier 4. Elemental Manipulation You can cause any evocation spells that you cast that deal acid, fire, lightning, or thunder damage to deal cold damage instead. The appearance and side effects of the spell change to match as well. Fireball, for example, would appear as an explosion of freezing water, and would not ignite objects in the area. Healing Aura You become adept at healing, allowing you to heal others nearby. As an action, you can heal any number of creatures you choose within a 5 foot radius of you, including yourself, for 2d4 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest. Tier 5 - Increase the radius by 10 feet, and you heal an additional 2 dice worth of health (4d4)

Healing Savant Requires Healing Specialist



When you roll dice for any ability or spell that heals you can reroll the dice and use either total. This can be used in addition to the bonus from the healing specialist ability. Tier 5 Requires level 15. Must have at least one Tier 4 water ability before acquiring a Tier 5. Death Protection When you choose this feature you gain the ability to cast the spell Death Ward once without expending a spell slot or requiring material components. You regain all expended uses when you finish a long rest. One With Water You gain the ability to cast the spell Investiture of Ice once without expending a spell slot or requiring material components. Water Mastery Your mastery of elemental water has given you control of your bodily health and even the flow of water around you. Moister in the air beads around you, and water currents change at your very motion. This control gives you the following benefits: You can control the very water in the air, letting you have access to fresh and clean water at your very command.

As you focus on your healing powers, you discover a method of slowing the effects of time on your body. In addition, you are able to purge toxic and unfavorable pathogens from your body through your sweat. You can live up to 8 times longer your race's normal old age, gain immunity to non-magical poisons and diseases, and have advantage on checks involving ingested and injected magical poisons or diseases.

When submerged in water, you can control the current to best assist you. You gain advantage when attacking a target that is submerged in water, or making an ability check while submerged under water. You may also use your reaction to impose advantage on an attack you can see within 15 feet of you if the attacker is also submerged.