Elementalist Floating above the fray, a dwarf creates a wall of stone blocking the escape of the bandit raiders who attacked his village below, while sending spikes of obsidian into their flesh. Racing through the desert on a cloud of air and wind faster than any steed a lizardfolk courier carries an important message from the war front telling of a great victory and the conquering of her peoples' rivals. An elf draws her sword and dashes into a clearing with a flash of wind and blood, the dust settles revealing four dead soldiers, their throats cut and their blades untouched. The bell rings and the orc tumbles over unconcious, the winner once again is what looks to be a halfling sized stone golem. The stone slabs fall away from the face revealing a portly halfling who raises his fist in triumph as the crowd cheers. When calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. Masters of their Element Forces of Nature Much like druids elementalists revere and respect the power of nature. However unlike druids they embrace the full power of the elements and generally make little attempt to "balance" the elements of nature. Despite this they universally despise wasteful actions seeing it as a waste of nature's might. Elementalists can be found in most any place and are as likely to be bandits as they are to be devout priests. Most elementalists are secluded from civilization, living on the outskirts of towns and cites. But some elementalists use their powers Creating an Elementalist As you build your Elementalist consider why you sought a connection with the elements. Perhaps it was out of necessity due to the harsh natural conditions of your homeland. Maybe you seek to better understand the history of earth and the elements provide a way for you to better study an excavate the ancent world. Maybe you merely sought the power to crush your enemies using the raw power of the natural world. Perhaps you f Consider how your connection with the elements manifested. Did you always have a natural talent with the elements or was it a struggle to master your abiliites? Were you self taught after years of trial and error? Or did you learn under a renowned elementalist in a prestigious school? Or did you learn from an unassuming hermit? Quick Build You can make an Elementalist quickly by following these suggestions. First, make Wisdom your highest ability score. Your next-highest score should be Dexterity; or Strength if you plan on adopting the Stone Titan elemental path. Second, choose the outlander background. Third, choose the druidcraft and magic stone cantrips.

Table Of Contents 1.0 Class Features 2.0 Elemental Paths 3.0 Windblade 4.0 Geomancer 4.0 Stone Titan 5.0 Elemental Boons 7.0 Elementalist Spells 7.1 Earth Spike Cantrip

Elementalist Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Boons Known Cyclone Size Cyclone Damage 1st +2 Terrain Mastery, Cyclone, Spell Casting 2 — — — — 5ft 1d4 2nd +2 Elemental Boons 2 2 1 1 2 5ft 1d4 3rd +2 Elemental Path 2 3 2 2 2 5ft 1d4 4th +2 Ability Score Improvement 2 3 2 2 2 5ft 1d4 5th +3 __ 2 4 2 3 3 10ft 1d6 6th +3 Elemental Path Feature 2 4 2 3 3 10ft 1d6 7th +3 ─ 2 5 2 4 4 10ft 1d6 8th +3 Ability Score Improvement 2 5 2 4 4 10ft 1d6 9th +4 Elemental Path Feature 2 6 2 5 5 10ft 1d6 10th +4 ─ 3 6 2 5 5 10ft 1d6 11th +4 Improved Cyclone 3 6 2 5 5 15ft 1d8 12th +4 Ability Score Improvement 3 7 3 5 6 15ft 1d8 13th +5 Elemental Path Feature 3 7 3 5 6 15ft 1d8 14th +5 Blinding Cyclone 3 7 3 5 6 15ft 1d8 15th +5 ─ 3 8 3 5 7 15ft 1d8 16th +5 Ability Score Improvement 3 8 3 5 7 15ft 1d8 17th +6 Elemental Path Feature 3 8 3 5 7 20ft 1d10 18th +6 ─ 3 9 4 5 8 20ft 1d10 19th +6 Ability Score Improvement 3 9 4 5 8 20ft 1d10 20th +6 Cyclone Mastery 3 9 4 5 8 20ft 1d10

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, scimitars, whips Saving Throws: Wisdom, Strength

Wisdom, Strength Skills: Choose two from Acrobatics, Stealth, Nature, Survival, Perception, History, Intimidation, Deception and Athletics Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a scimitar and a dagger or (b) a scimitar and a whip

(a) a sling or (b) any one simple weapon

(a) a Explorer's pack or (b) a Dungeoneer's pack

leather armor

A Druidic Focus Terrain Mastery Starting at 1st level you gain the ability to ignore difficult terrain, difficult terrain doesn’t slow down your group, and you gain twice as much food from foraging. In addtion while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Cyclone Starting at 1st level you can use an action to harness the power of the winds and earth to form a swirling mass of dirt and debris that surrounds you for 10 minutes. The cyclone's diameter can be increased or decreased in size using a bonus action. The maximum radius of the cyclone is shown on the cyclone size table. Enemies who start their turn inside the cyclone must make a Dexterity saving throw. On a failure they take slashing damage as shown on the cyclone damage table. Cyclone has 1 use per short rest. Cyclone Shield Your cyclone protects you from attacks. You can use a reaction to roll to reduce the damage you take from an attack by an amount equal to your cyclone die. You can use this reaction 2 times per short rest. Persistent Breeze Your cyclone persists forming a constant circular breeze filled with dust that rotates around your body while you are conscious unless you choose to end this effect with an action. Cantrips At 1st level you know two cantrips of your choice from the elementalist spell list. You learn additional elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elementalist table. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your Elementalist spells. Elemental Connections Starting at 1st level your connection with the elements of earth and air has given you facility with spells. See chapter 10 for the general rules of spellcasting. The spell list is at the end of the class description. Spell Slots The Elementalist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Elementalist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 2nd level, you know two 1st-level spells of your choice from the Elementalist spell list. The Spells Known column of the Elementalist table shows when you learn more Elementalist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Elementalist spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Elementalist spells you know and replace it with another spell from the Elementalist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Elementalist spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Elementalist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier Elemental Boon Through your study of the elementals, you have uncovered elemental boons, fragments of ancient lost knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two elemental boons of your choice. Your options for boons are detailed at the end of the class description. When you gain certain Elementalist levels, you gain additional boons of your choice, as shown in the Boons Known column of the Elementalist table. Additionally, when you gain a level in this class, you can choose one of the boons you know and replace it with another boon that you could learn at that level. Elemental Path

At 3rd level, you choose an elemental path that you use in combat. Choose Windblade, Geomancer, or Stone Titan, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 6th, 9th, 13th, and 17th level. 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. Improved Cyclone At 11th level, your cyclone is now easier to summon and is more effective. You gain an extra use of cyclone for a total of 2 uses and enemies who succeed on Dexterity saving throws against it now take half damage rather than none. Blinding Cyclone At 14th level, your cyclone increases in intensity. Enemies who take damage from your cyclone die must make a Constitution saving throw to avoid being blinded until the end of their next turn. Cyclone Mastery At 20th level, your cyclone no longer requires charges to use, the damage done by it bypasses resistances and immunities. Elemental Paths Windblade A Windblade is the ultimate ambusher and skirmisher. A windblade forgoes much of their connection with the other elements instead preferring to focus on the use of air instead. They specialize in using their augmented speed and agility to quickly engage opponents and disappear using the winds to enhance their movements. Wind Viper Starting when you choose this path at level 3 you become proficient in shields and 4 martial melee weapons of your choice. In addition all weapons you use are considered finesse weapons. Weapons given the fineese property by this feature can't trigger a rogue's sneak attack. Starting when you choose this path at level 3 your speed increases by 10ft. This bonus increases to 15ft at 6th level, 20 ft at 9th level, 25 ft at 13th level, and 30 ft at 17th level. Fighting Style When you choose this path at 3rd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 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. Whip Fighting When you are wielding a whip you can use a bonus action to make a weapon attack that grapples the target if they are hit in addition to dealing its normal damage. As an action you can use the whip to force a creature grappled this way to make a dexterity saving throw. On a failed save, the creature is knocked prone. First Strike At 6th level you can add your Wisdom modifer to initiative rolls. Cyclone Dash Starting at 6th level, while your cyclone is up you can use the dash action and disengage action at the same time. Evasive Wind At 9th level, your enhanced agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Burst of Speed At 13th level you learn to attack with terrifying speed. As a bonus action you can double the number of attacks you make until the end of your next turn. These attacks don’t add your modifier to the damage rolls if they hit the same target as the previous attack. In addition for the duration of this feature opportunity attacks against you have disadvantage. This feature has 1 use per short rest. You gain an additional use at 17th level for a total of 2 uses. Improved Cyclone Dash Starting at 17th level, while cyclone is up you can use the dash action and disengage action at the same time as a bonus action.

Geomancer A geomancer focuses on purely harnessing the disruptive forces of the element of earth. You become a master of manipulating the ground around you becoming a destructive force of nature. Boon of the Ages When you choose this path you gain an extra boon. You gain additional boonss beyond those shown in the boons table at 6th, 9th, 13th, and 17th levels. Earth Spike When you choose this path you learn the Earth Spike cantrip detailed under the Elementalist Spell list. Mobile Cyclone At 3rd level you learn to move your cyclone(s) up to 15ft as an action. Anyone hit by the cyclone(s) must make a Dexterity saving throw taking damage as shown in the cyclone damage table on a failure. Creatures that fail this saving throw by 5 or more are knocked prone. Extra Spells and Extra Spell Slots When you choose this path the number of Elementalist spells you know is doubled and you learn an additional cantrip. You also gain an extra 2 Elementalist spell slots beyond what is shown in the Elementalist table. Ground Control At 6th level you have advantage on Dexterity saving throws made in difficult terrain you have created. Dexterity, Constiution and Strength saving throws that you cause are made with disadvantage in difficult terrain you have created. In addition you no longer have disadvatage on ranged spell attacks on targets that are prone in difficult terrain you have created. Controlling Cyclone At 9th level the area in your cyclone(s) is considered difficult terrain for the purposes of your Ground Control feature. Twinned Cyclone At 13th level you can summon 2 cyclones whenever you use your cyclone feature. This 2nd cyclone must be summoned within 60 ft of you. Geomastery At 17th level you have mastered your control of the earth and can cast the earthquake spell, without expending a spell slot or material componenets, once per long rest. Stone Titan The Stone Titan embodies the strength of the earth and its resilience. A Stone Titan can shrug off most physical damage by using its cyclone to form a powerful suit of natural armor. Stone Armor Starting at 3rd level your cyclone can be condensed to form a suit of armor you are proficient in with an AC of 16 plus your proficiency bonus. This armor is considered heavy and gives the wearer disadvantage on stealth checks when not outdoors. While wearing this armor you are unable to cast spells other than ones used via your elemental boons feature. This armor lasts 8 hours uses a use of cyclone and can be dismissed using a bonus action. After the first minute of wearing this armor your cyclone's maximum diameter is reduced to 5ft regardless of your level. Stone Strikes At 3rd level your unarmed strikes become augmented by stone. Your unarmed strikes now deal bludgeoning damage using your cyclone damage die as shown in the cyclone damage table. Strength of the Earth Starting at 3rd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Earth's Hold At 6th level you can make a grapple attack as a bonus action and you have advantage on this attack. In addtion while your Stone Armor is in use you have advantage on strength checks and saves and you are immune to affects that would move you. Elemental Affinity At 9th level you no longer require somatic or verbal components to cast Elementalist spells, and you can cast spells while wearing your Stone Armor. Magical Attacks Starting at 9th level, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Overwhelming Force At 13th level you choose to make your next unarmed strike to cause a Strength saving throw to push a target of your size or smaller 15 ft backwards. The target is then stunned until the end of your next turn. You can use this ability a number of times per long rest equal to your strength modifier (minumum of one). Earth Smash At 17th level you can use an action to slam the ground with all your strength forcing everyone within a 10 ft radius of you to make a Dexterity saving throw taking damage equal to your cyclone die on a failure. Creatures that fail this saving throw by 5 or more are knocked prone. In addtion the area around you becomes difficult terrain until the end of your next turn. You can use this ability a number of times per long rest equal to your strength modifier (minumum of one). Elemental Strength At 17th level your strength score increases by 4 and your maximum strength score increases to 24 strength.

Elemental Boons If an elemental boon has prerequisites, you must meet them to learn it. You can learn the boon at the same time that you meet its prerequisites. Beast Speech You can cast Speak with Animals at will, without expending a spell slot. Forceful Spikes Prerequisite: earth spike cantrip, 8th level Earth spike now deals force damage. Elemental Armor You can cast mage armor on yourself at will, without expending a spell slot or material components. Repelling Spikes Prerequisite: earth spike cantrip When you first hit a creature with a pair of earth spikes on your turn, you can push the creature up to 10 feet away from you in a straight line. Subsequent spikes can push the creature up to 5 feet away from you in a straight line. If the creature is pushed into an obstacle or is prone it takes an additional 2d6 bludgeoning damage. Darkness of the Earth Prerequisite: 12th level When you are in an area of dim light or darkness, you can use your action to become invisible until you take an action, a reaction or exit the dim light Sleepless Spectre You can survive up to a week before needing to eat, drink or sleep and you are immmune to exhaustion for this week. Heat of the Sun You are now resistant to fire damage. Survivalist You gain proficiency in the Survival and Medicine skills and you have advantage when using these skills. If you are already proficient in either skill from another source choose another skill from the Elementalist class list to become proficient in. Strong Stomach You become immune to disease and you gain advantage on saving throws against poison, and you gain resistance to poison damage. Extra Eyelid You become immune to affects that blind you. Unseen Third Eye You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Earth God's Blessing Prerequisite: 16th level You can cast Investiture of Stone once per long rest, without expending a spell slot or material components. Hardened Armor Prerequisite: Earth Titan Path, 8th level Your Stone Armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. Shielded Armor Prerequisite: Earth Titan Path, 5th level You can cast Shield a number of times equal to your Wisdom modifier (minimum of one) per long rest, without expending a spell slot or material componenets. Elemental Mastery Prerequisite: 8th level You can cast Absorb Elements a number of times equal to your Wisdom modifier (minimum of one) per long rest, without expending a spell slot or material components. The Best Berries You can cast Goodberry as a ritual spell a number of times equal to your Wisdom modifier (minimum of one) per long rest, without expending a spell slot or material components. Berries created this way must be used within 4 hours of creation before they lose their potency. One with the Earth You can cast Meld into Stone at will, without expending a spell slot or material components. Elemental Sizing Prerequisite: 8th level You can cast Enlarge/Reduce once per long rest, without expending a spell slot or material components. Deceptive Stranger Prerequisite: 12th level You can cast Dominate Person once per long rest, without expending a spell slot or material components. Necessary Evolutions Prerequisite: 16th level You can cast Alter Self at will, without expending a spell slot or material components. Weapon of the Elements Prerequisite: 8th level You can cast Spiritual Weapon at will, without expending a spell slot or material components. Book of History Prerequisite: Geomancer path Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list) and a cantrip from any class. The spells appear in the book and don’t count against the number of spells you know. You can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your spell book. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Peerless Hunter You can cast Hunter's Mark a number of times equal to your Wisdom modifier (minimum of one) every long rest, without expending a spell slot or material components. Guided Strikes Prerequisite: 5th level, Windblade or Stone Titan path You can attack with your weapon twice, instead of once, whenever you take the Attack action on your turn. Sounds of the Makers Prerequisite: 16th level As an action you can roll a d100 on a 100 a Purple Worm is summoned to your location in 3d4 rounds. The worm is neutral to you and only you unless you attack it. Shifting Sands Prerequisite: 12th level You can cast Slow once per long rest, without expending a spell slot or material components. Wind Power Prerequisite: Windblade path, 8th level You can cast Jump on yourself at will, without expending a spell slot or material components. Comforting Breeze Prerequisite: Windblade path You can cast Feather Fall on yourself at will, without expending a spell slot or material components. Wind's Haste Prerequisite: Windblade path, 12th level You can cast Haste on yourself once per long rest, without expending a spell slot or material components. Haste cast this way doesn't require concentration.