The Elementalist

For many years people believed that there were four fundemental elements in the world. Earth, Water, Fire, and Air. While most people have abandoned this view of the world, there are still those who practice this belief system and have come to learn how to control these four basic elements and shape them to their will.

The Four Elements

Earh - Strong. Stable. Grounded.

Water - Adaptive. Calm. Persistant.

Fire - Vibrant. Life. Movement.

Air - Aloof. Unrestrained. Unpredictable.

Each element has its own aspects and strengths and weaknesses. A common example of this is how fire elementals are immune to fire, but also weak to water.

Druids of the Elementalist Circle

At second level, a Druid can choose to follow the Elementalist Circle and devote themselves to mastering not only the elements themselves, but also accept the aspects of each into themselves.

Elemental spells

At second level, you learn the Mold Earth, Shape Water, Control Flames, and Gust cantrips if you do not already know them. These do not count towards your cantrips known.

Speak with the Elements

At second level, your study of the elements has taught you how to communicate with beings who come from the elemental planes. You learn to speak, read, and write Primordial.

Shifting Elements

At level 2, you learn how to manipulate the elements themselves, changing one type for another in spells that you cast.

As a bonus action, you can expend one use of your Wild Shape to gain the following benifit for 1 minute:

When you cast a spell that deals Thunder, Cold, Fire, or Lightning damage, you can change the damage type for one of the other damage types on this list. This change lasts for the duration of that spell. If the spell does more than one of these types of damage, you can swap any or all of them for any of the others.

Body of the Elements

Your adaption to the elements has taught you how to use your body as if it were an element. Fast like fire, hard like stone, fluid like water, hard to hold like air.

At 6th level, as long as you are not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Essence of the Elements

As your connection to the elements continues to grow stronger, you learn to adapt to an element of your choice. Each element has an aspect of what kind of damage it does, and what kind of damage is weak against it. Air, for example, often contains lightning storms, but can also cusion your fall.

At level 10 you gain resistance to one set of damage of your choice from Earth, Water, Fire, and Air at the end of a long rest. This resistance lasts until the end of your next long rest when you pick another, or the same, resistance again.

Earth - thunder, piercing

Water - cold, acid

Fire - fire, slashing

Air - lightning, bludgeoning

As a bonus action, you can expend a use of your Wild Shape to swap this resistance for another on this list.

You also no longer need to eat, drink, or breathe, as you survive off the energy of the elements themselves.

One with the Elements

Upon reaching level 14, you're connection to the elements is such that you can meld with them and appear to disappear from the world.

You can use your action to cast the Etherealness spell without supplying components or using a spell slot.

You regain use of this ability when you finish a long rest.