The Elementalist A master of the Primordial Elements which Created the Weave itself, How will you use their power?

The Elementalist Flying around the peak of a mountain, singing to the winds a Goliath launches lightning bolts at a host of giants, trespassers on his sacred hunting ground. Flames dance around the fingers of a dwarf as he sits in a shady tavern, ready at the first moment to unleash fireballs on his enemies. Leaping and striding a human waltzes across a field of battle calling to the waters in the ground to flood the plain with waves to heal her allies and wash away her enemies. Elementalists act as intermediaries with the very essences that make up the plane. Elementalists seek a perfect balance in all things, as the planes are balanced to create the plane, they use their access to primal energies to exact that balance with exacting precision. A class built around the idea of purity of mind as the driving force behind all magic. The Elementalist harnesses the Primal floes of the Great Weave to manipulate the world to their liking. Four traditions are known to exist, these being Earth, Air, Fire and Water. Scholars and Artisans An elementalist is defined by their intrinsic connection to the elements that make up the worlds, Earth, Air, Fire and Water. All elementalists hunger for knowledge, of the worlds and its depths and most importantly how to control their place within it. Elementalists study to better their craft, but it is not a need inherent to their magical talents. Compared to other spellcasters the elementalists abilities tend to be more limited, so they must use their own ingenuity to utilize their gifts for maximum effect. Each element has its own place and way of weaving through the world. Elementalists seek to replicate and balance these forces to keep the universe on its path of equilibrium. Many elementalists are artisans capable of crafting elaborate structures and mighty arms and armor, forged in the heat of a Fire elementalists breath. Some elementalists, those who mold Earth, seek to protect their friends and allies with stone barriers and crush their enemies beneath rocky fists, while others, those who conduct Air, weave through their enemies striking them in multitudes staying just out of reach. Those who wield Flame stand at a distance and extinguish their enemies with a snap of the fingers, while those who master Water freeze and slash their enemies and learn to heal grievous injuries. Creating an Elementalist When creating an elementalist it is important to determine what element they are in tune with. How does this element manifest itself in their life? Do they find that having an elemental connection fits their way of life or are they in conflict with their abilities? How did they first discover their attunement? In what ways do they enjoy showing their talents? This is a new class and the current existing spell lists leave a lot to be desired, so when you think of spell like abilities you might like to implement talk to your DM about how powerful this new ability will be and thus how much it may cost in Focus Points. Class Features As an Elementalist, you gain the following class features. Hit Points Hit Dice: 1d8 per Elementalist level

1d8 per Elementalist level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Elementalist level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple weapons, Shortswords, Longswords Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Athletics, Arcana, History, Nature, Survival, Performance Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) any simple weapon or (c) a longsword

(a) bell or (b) waterskin or (c) a lantern or (d) a large stone marble

(a) a Scholar's Pack or (b) an Explorer's Pack

(a) Leather Armor or (b) a Chain Shirt Credit: Guild Wars 2 1

The Elementalist Level Proficiency Bonus Features Focus Points Spell Level Known Maximum Exert Level 1st +2 Elemental Focus, Spellcasting 3 1 — 2nd +2 Elemental Smite 6 1 — 3rd +2 1st Elemental Feature, Exert 9 2 1 4th +2 Ability Score Improvement 12 2 1 5th +3 2nd Elemental Feature, Extra Attack 15 2 1 6th +3 Resilience, Sigil of the Elemental Honours 18 3 2 7th +3 3rd Elemental Feature 21 3 2 8th +3 Ability Score Improvement 24 3 2 9th +4 - 27 4 3 10th +4 Strength of Will 30 4 3 11th +4 4th Elemental Feature 33 5 3 12th +4 Ability Score Improvement 36 5 4 13th +5 - 39 5 4 14th +5 5th Elemental Feature 42 6 4 15th +5 Sigil of the Weave 45 6 5 16th +5 Ability Score Improvement 48 6 5 17th +6 6th Elemental Feature 51 7 5 18th +6 - 54 7 6 19th +6 Ability Score Improvement 57 8 6 20th +6 Perfect Focus 60 8 6 Elemental Focus Starting at 1st level when you gain a level in Elementalist you pick a Primal Element to focus your energies through. The Elements to choose from are Earth, Air, Flame and Water. The Element you choose will determine your spell lists, the forms of your Sigils, and additional Elemental Features to be gained at higher levels 3rd, 5th, 7th, 11th, 14th, and 17th. Details about spellcasting are presented on the following page. Elemental Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend Focus Points to deal extra damage to the target, in addition to the weapon’s damage. The damage type of the extra damage is determined by your Elemental Focus. The extra damage is 1d4 per Focus Point Spent to a maximum equal to your level. The damage die increases to 1d6 per Focus Point spent at 13th Level. Exert Beginning at 3rd level you have developed a keen mind and the ability to direct more of your own bodily energies through your Elemental spells. You learn one of the Exert effects from the list below. When you cast an Elemental spell of 1st level or higher or hit with an attack roll or use an Elementalist ability, but before Damage has been rolled you can choose to Exert yourself and apply an Exert effect that you know. After its effects resolve you take one level of Exhaustion. All Exert effects detailed at the end of this section. At higher levels (6th, 9th, 12th, 15th, and 18th), you will learn an additional Exert effect. As you learn more abilities you may apply additional effects to the same ability by taking an additional level of Exhaustion for each additional effect. The maximum number of levels of exhaustion you can take from a single casting of a spell is displayed in the Elementalist Table above. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 2

Spellcasting You channel primal forces through yourself and have the ability to cast Elementalist spells. The Spells you have available to you are shown on the respective Elemental Focus page. As soon as you learn a new level of spells you learn all spells in that level shown on the table on each Elemental Focus page i.e. if you study the Element of Air, when you learn Warding Wind you will also know Gust of Wind and Levitate. This list of spells is meant to be a jumping off point, work with your DM to create more spells using your Elemental Focus.

Focus Points The Elementalist Table shows how many Focus Points you have to spend your spells of 1st level and higher. Your Elementalist level determines the number of Focus Points you have to spend and the maximum-level spell slot you can create, even though you might have enough to create a spell slot above the maximum. To cast one of the Elementalist spells, you must expend Focus Points to create a Spell Slot of a given level to cast the spell, the cost in Focus Points is detailed in the table at right. When you spend a Focus point, it is unavailable until you finish a long rest, at the end of the rest you have reattuned to the Weave and its fibers. half of your expended Focus Points on a short rest and all of them when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have 5 Focus Points available, you can cast burning hands to create either a 1st or 2nd level spell slot by expending either 2 or 3 Focus Points respectively. Additionally at levels higher than 14th, when you gain access to spells higher than 5th level, you can only cast one 6th level spell, one 7th level spell and one 8th level spell until you finish a long rest, regardless of the number of Spell Points you have remaining available to you. Spellcasting Ability Intelligence is your spellcasting ability for your Elementalist spells, since the power of your magic relies on your ability to imagine your will through the physical world, your spellcasting ability is Intelligence. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Elementalist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier. Spell Level x Focus Points Spell Slot Level Focus Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Resilience At 6th level you gain advantage on Intelligence and Constitution saving throws. Sigils In your study of the Primal forms you have found seals and sigils which by their very nature can bend the Weave of the universe. At 6th level you gain the ability to hone your mind and impart some of your energy into Sigils of Elemental Power. The damage type of your Sigils is tuned to your Elemental Focus. Details about each Sigil are presented at the end of this section. At 6th level you learn your first Sigil, you will learn more as you progress in the Elementalist. Some Sigil effects require saving throw, when you use such an effect from this class, the DC equals your Elementalist spell save DC. You may conjure a number of Sigils up to your Intelligence Modifier. When you finish a long rest you regain all uses. Strength of Will At 10th level you gain the ability to steel your mind against the invasions of others. You gain advantage on saving throws to avoid becoming Frightened, Charmed or Paralyzed. Perfect Focus At 20th level you can spend 5 minutes in quiet meditation to remove all levels of Exhaustion you currently have and regain all of your missing Focus Points. 3

Sigils Sigils: Element x Damage Elemental Focus Damage Type Earth Thunder Air Lightning Flame Fire Water Cold Sigil of the Elemental Honours At 6th Level you may use an Action to conjure forth a simple or melee weapon of your choice from the Realm of the Weavers. It is intricately etched with the symbols of your Elemental Focus and radiates the associated energy. Until the sigil fades, this weapon can be picked up by any creature in its space and when it hits on an attack roll it deals 3d6 damage of the associated energy type. Until this sigil ends you are considered proficient in whatever form this weapon takes. You may use an action to dismiss the Honours, otherwise it remains in its current form for 10 minutes. You cannot have more than one Conjuring of this Sigil at a time. At Higher Levels. At 5th level you may conjure an additional Honour. You may conjure an additional Honour at 8th, 10th, 13th, 16th and 18th levels. Sigil of the Weave As a Bonus Action you can conjure the Sigil of the Weave which corresponds to your Elemental Focus. A sphere of energy ripples out in a 60-foot radius sphere from a point within 150ft. Each creature in that area must make a Constitution saving throw. A target takes 8d6 damage on a failed save, or half as much damage on a successful one. Sigil of the Elemental Wrath At 19th level you have unlocked the ability to split the veils of the Weave and unleash the anger of the Primordials. As an action you can conjure the Sigil of Elemental Wrath to send eight rays of light flashing from your hand into a 60ft cone in front of you. Target up to 8 creatures in the 60-foot cone, if there are fewer than eight creatures in this cone you may direct any rays to creatures of your choice within the cone, all creatures within the 60ft cone must have at least one ray targeting them. Each creature targeted by one or more beams must make a Dexterity Saving Throw per ray against your Spell Save DC. The target takes 13d6 damage on a failed save, or half as much on a successful one. The color of the beams and the damage type are determined by your Elemental Focus. Exert Effects Weaving Channel Deal the maximum amount of damage on your damage dice from this ability. Daunting Display All affected creatures have disadvantage on their saving throws against this ability. Forceful Extension Double the area of Effect of this ability. Overwhelming Channel All creatures affected by this ability lose resistance to all damage types dealt by this ability and anytime a 1 is rolled on the damage dice treat it as a 2. Increasing Flow From this ability, increase each damage die type one. (i.e. 1d4 becomes 1d6, 3d10 becomes 3d12, and 5d12 becomes 5d20) Double Trouble Roll all damage dice twice, adding the two totals. 4

Elemental Focus: Earth The Elemental Study of Earth is a slow task, but one which teaches its students to be prepared for any uncertainty. Every student is trained in the ways of protection and patience. Skilled masons and smiths count themselves among the students of Earth. Earthen Proficiencies Beginning at 1st level when you choose the Earth as your focus you gain knowledge of the Earth and its materials. You gain one tool proficiency, choose one from Jeweler' Tools, Land Vehicles, Mason's Tools or Smith's Tools. You also gain proficiency with Mauls and Warhammers. The Stony Veil Earth teaches us to be hardy and protects us from the hazards of the world.You gain proficiency with Medium and Heavy Armors. Earth provides the sustenance for your spells and abilities, for some spells instead of their normal damage these will always deal Thunder damage. These spells have been noted '+' on the Elemental Earth Spell Table. Additionally all Smites and Sigils activated from the Elementalist class will deal Thunder Damage. 1st Elemental Feature: Shield of Earth At 3rd level you have learned how to strengthen and manipulate the armor you wear. You gain a permanent +1 to your AC while wearing metal armor and you gain resistance to Thunder Damage. 2nd Elemental Feature: Pocket Sand Starting at 5th level, when a creature within 10ft of you makes an attack roll you can choose to spend you Reaction to give them disadvantage on each attack until the start of their next turn. You can use this feature a number of times equal to your Intelligence Modifier, then must complete a long rest before you can use it again. 3rd Elemental Feature: Magnetic Shield Starting at 7th level, you can spend your Reaction to create a wall of magnetic energy around yourself. This shield gives you a +5 bonus to your AC against attacks made against you that use metal weapons(darts, bolts, arrows, swords etc.) until the beginning of your next turn. If projectiles are caught in this wall they remain suspended until the beginning of your next turn, on that turn you may choose to use your action to fling these projectiles at targets of your choosing. Make ranged weapon attack rolls with proficiency for each of these projectiles. If you choose not to throw them, these projectiles fall to the ground around you harmlessly. You must complete a short rest before you can use this feature again. 4th Elemental Feature: Earthen Shell Starting at 11th level, you may use an action to create a dome of earth over you and up to 5 medium sized companions. This shell has Damage Resistance of 12 an AC of 18 and 100 Hit Points. The shell remains so long as you don't dismiss it or anything breaks it. Once you use this feature you can't use it again until you finish a long rest. You also have learned to sense the refined earth that goes into metal objects allowing you to manipulate them at will. You can manipulate metals with your Bend cantrip. 5th Elemental Feature: Echo Slam Starting at 14th level, you may use an action to mold the earth around all creatures in a 30ft radius circle centered on yourself. For the next 2 rounds they are restrained, but can break free with a successful Strength Check against your spell DC. On each subsequent turn, you may spend your action to attempt to restrain all the creatures in the 30ft radius circle centered upon you, each unrestrained creature must make Dexterity Saving Throw against your Spell Save DC or become restrained. On a subsequent turn, when at least one creature is restrained you may also use your action to slam the ground. Each creature in the area will take 3d8 + an additional 3d8 per other restrained creature in the area. Once you use this feature you must complete a long rest before using this feature again. 6th Elemental Feature: Stone Walk At 17th level, you gain the ability to pass through Stone at will, allowing you to walk through stone walls and meld into the ground. You can remain within stone a number of hours equal to your Elementalist level. 5

Elemental Earth Spell List Cantrips (0 Level) Earthbend

Earth Shards

Stone Gauntlet

Mold Earth

Magic Stone 1st Level Ensnaring Strike

Entangle

Earth Tremor

Shield

Tenser's Floating Disk

Chromatic Orb+

Absorb Element+ 2nd Level Barkskin

Cloud of Daggers

Earth Bind

Maximillian's Earthen Grasp

Shatter

Spike Growth

Dragon's Breath+ 3rd Level Conjure Barrage

Erupting Earth

Meld into Stone

Melf's Minute Meteors

Wall of Sand

Protection from Energy+ 4th Level Evard's Black Tentacle

Grasping Vine

Staggering Smite

Stone Shape

Stoneskin

Elemental Bane+ 5th Level Bigby's Hand

Destructive Wave

Telekinesis

Transmute Rock

Wall of Stone 6th Level Bone of the Earth

Investiture of Stone

Move Earth 7th Level Forcecage 8th Level Earthquake Earthbend Transmutation Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M(a bit of stone of clay)

V, S, M(a bit of stone of clay) Duration: Concentration, up to 1 hour You manipulate a stones, clay, mud or dirt to do one effect such as the following You can form and shape up to 1 cubic feet of stone, clay, mud or dirt

You can launch a cobblestone or a handful of pebbles a great distance

You can create a small disk which floats through the air, carrying up to 10lbs worth of small goods

You can create a cloud of sand to put out small fires or obscure vision in a 5ft square

You create small harmless tremors emanating out from your body Stone Gauntlet Transmutation Cantrip Casting Time : 1 action

: 1 action Range: Touch

Touch Components: V, S, M (a bit of stone, clay, dirt or mud)

V, S, M (a bit of stone, clay, dirt or mud) Duration: Instantaneous You summon pieces of earth which wrap themselves around your fists. Make a melee spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage and . The spell draws more material to your fists when you reach higher levels increasing the damage dealt: 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Earth Shards Transmutation Cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a bit of stone, clay, dirt, or mud)

V, S, M (a bit of stone, clay, dirt, or mud) Duration: Instantaneous You summon shards of earth which you launch at foes. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard. 6

Elemental Focus Air The Elemental School of Air teaches its students to be flexible at all times and ways to avoid the dangers of the world. As the Weave ebbs and flows so too must the Air Elementalist. Many who study at the School of Air become master weavers and musicians. Air Proficiencies Beginning at 1st level when you choose the Air as your focus you gain knowledge of The Weave and the power inherent in your own breathe. You gain proficiency with performance and a wind instrument. You also gain one tool proficiency choose one from Cartographers Tools, Glassblowers Tools, a Musical Instrument(Wind), or Weavers Tools. On the Wind Beginning at 1st level when you choose Air as your focus you gain resistance to Thunder Damage. Air flows beneath your wings and carries your spells and abilities through the wind of the Weave. Air blows through you powering your spells and abilities, for some spells instead of their normal damage these will always deal Lightning damage. These spells have been noted '+' on the Elemental Air Spell Table. Additionally all Smites and Sigils activated from the Elementalist class will deal Lightning Damage. 1st Elemental Feature: Improved Air Bending At 3rd level you gain the ability to manipulate static charges on your person and the air around you. You can manipulate these small static forces with your Bend cantrip. Additionally you gain resistance to Lightning Damage. 2nd Elemental Feature: Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. 3rd Elemental Feature: 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 are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 4th Elemental Feature: Whirling Wind At 11th level, you attain the ability to spend your reaction to manipulate the air currents surrounding your body to deflect incoming projectiles. When an enemy goes to make a ranged attack at you, you may use your reaction to create a 15ft sphere of whirling wind around you, any ranged attacks made which cross the barrier have disadvantage. This effect remains until the beginning of your next turn. You have a number of uses for the feature equal to your Intelligence modifier, you regain all uses of this feature when you complete a long rest. 5th Elemental Feature: Knockback At 14th level you may spend an action on your turn to unleash a gale of force out from yourself. Each adjacent creature to you must make a Strength Saving Throw against your Spell Save DC or be knocked back 10ft in a straight line away from you and are prone. If one or more creatures fails their saving throw and are knocked back, they do not get to make opportunity attacks against you. If a creature succeeds on their Saving Throw they are knocked prone. You can use this feature a number of times equal to your Constitution Modifier, you regain all uses of this feature when you complete a long rest. 6th Elemental Feature: Gift of Air Starting at 17th level you can cast the Fly Spell on Yourself at Will and you don't suffer adverse effects from lack of oxygen at high altitudes. 7

Elemental Air Spell List Cantrips (0 Level) Airbend

Gust

Shocking Grasp

Thunderclap 1st Level Color Spray

Featherfall

Expeditious Retreat

Jump

Longstrider

Thunderwave

Zephyr Strike

Chromatic Orb+

Absorb Elements+ 2nd Level Blindness/Deafness

Blur

Cloud of Daggers

Dust Devil

Gust of Wind

Levitate

Warding Wind

Dragon's Breath+ 3rd Level Blinding Smite

Fly

Lightning Bolt

Thunderstep

Wall of Sand

Wind Wall

Protection from Energy+ 4th Level Freedom of Movement

Storm Sphere

Elemental Bane+ 5th Level Cloudkill

Control Winds

Destructive Wave

Steel Wind Strike

Telekinesis 6th Level Blade Barrier

Chain Lightning

Investiture of Wind

Scatter

Wind Walk 7th Level Whirlwind 8th Level Control Weather Airbend Transmutation Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (Air around you to manipulate)

V, S, M (Air around you to manipulate) Duration: Concentration, up to 1 hour You manipulate currents in the air to do one effect such as the following You can snuff out a candle, torch or lantern

You can create a harmless sound of music or voices, it always sounds distant

Make loose objects rustle such as leaves in a tree, or closing or opening shutters

You can pick up small objects weighing no more than a pound 8

Elemental Focus: Flame Those who study at the School of Flame learn quickly or are burned out with a fury. Flame is unforgiving and so are those who tend it. The School of Flame teaches its students the only true source of change in this world comes in the form of flame. Flame Proficiencies Beginning at 1st level when you choose the Flame as your focus you gain knowledge of the way things change in all forms. You gain one tool proficiency choose one from Brewer's Supplies, Cook's Utensils, Glassblower's Tools, or Smith's Tools.You also gain proficiency with bows and crossbows. Unscathed from the Flames Beginning when you choose the Flame as your focus at 1st level, you gain resistance to Fire Damage. Flames fuel your spells and abilities, for some spells instead of their normal damage these will always deal Fire damage. These spells have been noted '+' on the Elemental Fire Spell Table. Additionally all Smites and Sigils activated from the Elementalist class will deal Fire Damage. 1st Elemental Feature: Improved Flame Bending At 3rd level, your control of Fire Elemental energies has grown and allows you to manipulate electrical current through your body. You can now manipulate electrical current as part of your Bend cantrip. You also learn how to channel your Elemental abilities through your bow, you may Elemental Smite when you hit with a Ranged Weapon Attack 2nd Elemental Feature: Arc Weld Beginning at 5th level, when an attack or spell cast by you deals Fire Damage you can choose to add 2d6 extra Fire Damage to the Damage. This ability can be used a number of times equal to your Intelligence Modifier, you regain all spent uses after a long rest. This damage increases by 2d6 at 9th level and again at 12th, 16th and 20th, as displayed in the table below. Arc Weld Damage Level Extra Fire Damage 5th 2d6 9th 4d6 12th 6d6 16th 8d6 20th 10d6 3rd Elemental Feature: Fire Breath Beginning at 7th level you can use your action to breathe out a jet of flame in a 30ft cone. Each creature in the cone must make a Dexterity Saving Throw against your Spell Save DC. On a fail they take 6d6 Fire Damage or half on a save, this damage increases by 2d6 every third level after this one(10th, 13th, 16th, 19th). You must complete a short rest to use this ability again. 4th Elemental Feature: Flame Roll Beginning at 11th level, you can use your reaction to roll in a straight line up to 30ft away from a target creature or object, dealing damage to all adjacent creatures and objects unless they make a Dexterity Saving Throw against your Spell Save DC. If they fail they take 8d6 Fire Damage. This damage increases by 2d6 every 3rd level after this one. Once you have used this feature you can't use it again until you finish a short rest. 5th Elemental Feature: Devastating Combination At 14th level, when you make an attack roll or cast a spell on your turn you may choose to spend your bonus action to cast an offensive Flame Spell. You can use this feature a number of times equal to your Intelligence modifier, you regain all uses of this feature when you complete a long rest. 6th Elemental Feature: Gift of Flame At 17th level, your mastery over the energy of Flames and Lighting has allowed you to pass through unharmed. You gain immunity to fire and lightning damage. 9

Elemental Flame Spell List Cantrips (0 Level) Control Flames

Flamebend

Firebolt

Green Flame Blade 1st Level Burning Hands

Faerie Fire

Hellish Rebuke

Searing Smite

Chromatic Orb+

Absorb Elements+ 2nd Level Aganazzar's Scorcher

Branding Smite

Continual Flame

Flame Blade

Flaming Sphere

Heat Metal

Pyrotechnics

Scorching Ray

Dragon's Breath+ 3rd Level Daylight

Flame Arrows

Fireball

Lightning Bolt

Melf's Minute Meteors

Protection from Energy+ 4th Level Fire Shield

Wall of Fire

Elemental Bane+ 5th Level Flame Strike

Immolation 6th Level Chain Lightning

Investiture of Flame 7th Level Delayed Blast Fireball

Firestorm 8th Level Incendiary Storm Flamebend Transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a source of flame such as a candle, torch or lantern)

V, S, M (a source of flame such as a candle, torch or lantern) Duration: Concentration up to 1 hour You manipulate a stones, clay, mud or dirt to do one effect such as the following You can instantly light or snuff out a candle, torch, lantern or small campfire

You can cause the lights around you to flicker, grow brighter or dimmer

You can create a shower of sparks

You create 4 small balls that float through the air casting dim light about them 9

Elemental Focus Water Water flows through all living things, it is where life comes from and where it goes to when its time is finished. Those who study the at the School of Water learn much about the connection of the living to the Weave but more about how to heal those who are sick. They are able to conform to just about any living condition and environment. Water Proficiencies Beginning at 1st level when you choose the Water as your focus you gain knowledge of the great flow of the universe and the Weave. You gain one tool proficiency choose one from Brewer's Supplies, Calligrapher's Supplies, Water Vehicles or Painter's Supplies. You also gain proficiency with Medium Armor and gain proficiency with Tridents, Whips and Nets. The Water's Lash Beginning when you choose Water as your Elemental Focus at 1st level, gain resistance to Slashing damage. Water flows through you, drawing you closer to the Weave, providing the current for your spells and abilities, for some spells instead of their normal damage these will always deal Cold damage. These spells have been noted '+' on the Elemental Water Spell Table. Additionally all Smites and Sigils activated from the Elementalist class will deal Cold Damage. 1st Elemental Feature: Improved Water Bending At 3rd level, you can feel the water that flows through living things. You can now manipulate these flows with you Bend cantrip. Additionally you can freeze an amount of water equal to your level in square feet. You gain resistance to Cold Damage 2nd Elemental Feature: Healing Touch Beginning at 5th level, you can use your touch to heal wounds. You have a pool of healing power that replenishes when you take a long rest. With this pool, you can restore a total number of hit points equal to your Elementalist level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Touch, expending hit points separately for each one. This feature has no effect on undead and constructs. 3rd Elemental Feature: Extraction At 7th level you gain the ability to sense and manipulate and draw any water in the air and ground if it is present to use for your spells.A lesser known side effect of learning to find the water in the air is that many Elementalists realize they can also pull it from within their enemies. As an action on your turn you may Extract the water from your enemies. All enemies in a cube cornered adjacent to your square must make a Dexterity Saving Throw against your Spell Save DC on a failure the target takes 8d6 necrotic damage or half as much on a save. You must complete a long rest before you can use this ability again. 4th Elemental Feature: Preservation Cell At 11th level, you gain the ability to encase a creature in a shell of ice. Touch a creature of your choice to encase them. The cell restores 6d6 Hit Points to the encased creature and will last for 8 hours unless dispelled sooner and preserves the creature inside in the same condition in which they were in when the cell was cast on them. A creature inside the cell can attempt to break free, the ice has Damage Resistance 10, an AC of 12 and 35 Hit Points. Once you have used this feature, you can't use it again until you finish a long rest. 5th Elemental Feature: Geyser of Life At 14th level, you can draw water up from beneath the earth forming a geyser in a space you can see within 30ft of you. Imbuing the water with healing energy it showers your allies with healing droplets, each creature you choose within 15ft of the geyser regains 2d8 Hit Points at the end of each of their turns. This geyser lasts for a minute. Once you have used this feature, you cannot use it again until you finish a short rest. 6th Elemental Feature: Gift of Water Starting at 17th level, you gain the ability to cast Waterwalk at will and passing through water doesn't impede your movement.. Additionally you can breathe under water and ignore the effects of pressure when swimming at extreme depths. 10