Bard College of Elements College of Elements Bards of the College of Elements are as the elements they control, wild as fire, strong as the earth, maleable like air and fluid like water. They are extremely versatile, to a point where some may even say they are volatile. A College of Element's Bard changes his connected element almost daily, making his acts extremely dificult to predict, as each element has a different type of presentation related to it. Elemental Attunement When you join the College of Elements at 3rd level, you are able to attune to an element, which grants you a number of bonuses based on your choice. You may change the element you're attuned to after a short or long rest. Element Damage Type Air Lightning Earth Acid Fire Fire Water Cold Elements Battle Also at 3rd Level, you learn to enhance your allies in battle with elemental powers. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. The type of damage done matches the one of your current elemental attunement. Alternatively, when an attack is made against the creature, that deals the damage type of your current elemental attunement, the creature can use its reaction to roll the Bardic Inspiration die and reduce 2 x the dice result of the damage recieved, after seeing the damage dealt. Elemental Dance As your performing changes and improves, you gain a bonus to your movement capapbilities depending on your current attuned element. Air. You incorporate the lightness and fluidity of air into your movments. You are able to jump forward up to your movement speed without a runing start, and up to half your speed upwards. Also, you become lighter and take only half fall damage. Earth. You embody the element of earth in you presentation, becoming harder and immobile. You gain advantage in tests against being shoved and against other types of forced movment while in contact with the ground. You also gain tremorsense in an area of 15 feet. Fire You begin to find inspiration in the mesmerizing beauty of fire, assimilating its quick movments and blistering speed. You gain a +10 feet bonus to your movement speed. Adittionaly, you gain the ability to see through flames without any distortion. You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. Water You begin to move like water, flowing and circulating and smearing whrough small cracks. You gain a 20 feet swimming speed and count as a size smaller for passing through holes and enemies. Elemental Aegis At 14th level, you have mastered the elements, and is able to protect yourself and you allies from harm. You gain resistance to the damage type of your elemental attunement. You may grant, as a bonus action, a number of allies up to your charisma modifier resistance to this damage type as well. These allies must be within 30 feet of you for this ability to work. Additionaly, you are able to cast either Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind once without spending a spell slot, dpepending on your current elemental attunement. You regain this ability after a short or long rest. 1

Cleric Elemental Domains Some clerics follow deities whose domains are not those of light or life, but those of natural phenomenon of nature, and the elements behind them. Ocean Domain Gods of the ocean are those who look after the seas and the water masses of the planet. They vary greatly from shape, ranging from human like shapes (Like Zeboim, Manannan mac Lir, Varuna, Ægir and Nephthys), beate shaped ones (Like Mizuchi or the Dragon Kings of the Four Seas) or both, in the form of shapeshifters (Like Habbakuk, Eadro, Poseidon, Tiamat and Neptune). These divinities are most times associated not only to the oceans, but to bodies of water in general, like Sobek or Nephthys Cleric Level Spells 1st Create or Destroy Water, Fog Cloud 3rd Darkvision, Alter Self 5th Water Breathing, Wall of Water 7th Watery Sphere, Control Water 9th Maelstrom, Conjure Elemental (Water Only) Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with the Trident and the Net, and in the Athletics skill. You treat the Trident as a Finesse weapon. Flow Like Water Also at 1st level you learn how to move swiftly like water. When not wearing heavy armor, as an action, you can increase your walking speed by 10 feet and your swimming speed by 20 feet. These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). You can use this a number of times per day equal to your Wisdom modifier. Channel Divinity: Divine Wave Starting at 2nd level, you can use your Channel Divinity to invoke a powefull wave to pushes or pulls your enemies. You select a number of enemies up to your Wisdom Modifier (minimum 1). These enemies must succed a Strength check against your spellcasting save DC or be pushed 5 feet away from you or pulled 5 feet toward you (your decision). For every two points the test falls behind the DC, the enemy is pushed and aditional 5 feet. Water Guard Starting at 6th level, your mastery of water grants you a number of special abilities: You are able to breath both air and water

You gain a +1 bonus to your AC wich increases to +2 when underwater.

When wielding a Trident, Spear or Javelin you gain a +1 bonus to attack rolls and damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8 Sanctus Aquam At 17th level you gain a swimming speed equal to your walking speed. You may also as a bonus action create an object out of water. This water object lasts up to 1 hour and looks like a transparent version of the object you chose. To materialize an object you must execute a ritual over a long rest with the object under your possesion in which the object is destroyed, but you learn how to materialize it out of water. The object can be a weapon, a tool, or any other type of item. A Magical Item retains its magical proprieties when created out of water. You may perform this ritual in a number of items equal to your Wisdom modifier (minimum 1) after which you must forget one item to learn how to create a new one. You must have access to an ammount of water of equivalent size of the object you want to create to be able to materialize it. You may dismiss created items as a free action. 2

Elemental Wizard Schools Instead of specializing in one of the standard eight schools of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers. Air School The air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the air with ease. Lightning Flash Starting at level 2, as an action, you can unleash a flash of electricity. This flash deals 1d6 points of lightning damage for every two wizard levels you possess to all creatures within 5 feet of you and stuns them for one round (minimum 1d6 damage). A successful Dexterity save negates the stunned effect and halves the damage. The DC of this save is equal to your spellcating DC. You can use this ability a number of times per day equal to half your Intelligence modifier, rounded down (minimum 1). You regain all uses of this ability afer a long or short rest. You also learn the Gust cantrip if you didnt know it already. Air Supremacy At 6th level, you gain more control over the forces of air. You learn the Feather Fall and Levitate spells. You may cast Feather Fall on yourself at will. Additionally, you may cast Levitate using a 1st level spell slot isntead of a 2nd level spell slot. Cyclone At 10th level, you can create a vortex of turbulent wind around yourself as an action. This vortex has a radius of 10 feet and a height of 20 feet. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Dexterity skill check or immediately fall from the sky. Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC for both these tests is equal to your spellcasting save DC. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive and you regain all uses of this ability afer a long rest. Air Mastery Starting at level 14, you have mastered the domain of air. You may cast Fly on yourself at will. Additionally, you have advantage in all skill checks to resist falling while flying. Fire School The fire elementalist sees a world around him that is made to burn, and he can bring that fire to consume his foes. He has also learned that fire can purify and protect, if properly controlled Fire Jet Starting at level 2, as an action, you can you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage for every two wizard levels you possess (minimum 1d6 damage). A successful Dexterity save halves this damage. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage every round they are aflame. Creatures that catch fire can avoid this damage by taking an action to extinguish the flames by making a DC 15 Dex save. You can use this ability a number of times per day equal to half your Intelligence, rounded down (minimum 1). You regain all uses of this ability afer a long or short rest. You also learn the Control Flames cantrip if you didnt know it already. 3

Fire Supremacy At 6th level, you gain more control over the forces of fire. You gain resistance to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire,as a bonus action, you can draw the fire to form a shield around you for 2 rounds. Whenever a creature within 5 feet of you hits you with a melee Attack, the Shield erupts with flames. The attacker takes an amount of fire damage equal to 1/2 your wizard level. Dancing Flame At 10th level, as an action, you can control fire to help distract and disable your enemies. You may cast Pyrotechnics at will. You can also cast Investiture of Flame on yourself without spending a spell slot. You can use this spell this way for a number of rounds equal to your wizard level. These rounds do not need to be consecutive, and you regain all uses of this ability afer a long rest. Additionaly, whenever you cast a spell that deals fire damage, you may add your inteligence modifier to the spell's damage. Fire Mastery Starting at level 14, you have mastered the domain of Fire. You gain immunity to fire damage. Also, whenever you draw fire for your Fire Supremacy ability, at the start of each of your turns, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes takes fire damage equal to 1/2 your Wizard level, and flammable objects in the area that aren't being worn or carried ignite. Earth School The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes. Magic Stones Starting at level 2, as an action, you can imbue earth with magical proprieties. You may chose a number of stones equal to your wizard level divided by two (minimum 1). These stones become magical, and as part of the action of imbuing them, you may attack with them. Make a ranged spell the targets. Each stone flies to a creature of your choice that you can see within range, dealing dealing 1d6+1 magical blunt damage to its target on a hit. The stones all strike simultaneously and you can direct them to hit one creature or several. You may use this ability a number of times a day equal to half your Intelligence modifier (minimum 1). You regain all uses of this ability afer a long or short rest. You also learn the Mold Earth cantrip if you didnt know it already. Earth Supremacy At 6th level, you gain more control over the forces of the earth. You gain advantage in all saving throws to resist forced movment as long as you're touching the ground. You also gain a +1 bonus on melee attacks and damage rolls whenever both you and your foe are touching the ground. Earth Glide At 10th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to half your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive, and you regain all uses of this ability afer a long rest. Earth Mastery Starting at level 14, you have mastered the domain of earth. You gain a +2 bonus to your AC and gain resistance to nonmagical piercing, blunt and slasing damage. 4

Water School The water elementalist draws magic from the ocean depths. His power is fluid as well, crushing foes in mighty waves or wearing them down through timeless erosion Cold Blast Starting at level 2, as an action, you can you can send forth a 15-foot cone of ice. Anyone in this cone takes 1d6 points of cold damage for every two wizard levels you possess and is stunned for one round (minimum 1d6 damage). A successful Dexterity negates the stunned effect and halves this damage. You can use this ability a number of times per day equal to half your Intelligence modifier, rounded down (minimum 1). You regain all uses of this ability afer a long or short rest. You also learn the Shape Water cantrip if you didnt know it already. Water Supremacy At 6th level, you gain more control over the forces of water. You gain advantage Swim skill checks.You also gain a swimming speed equal to your base speed. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you run out of breath. Wave At 10th level, as an action, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. The wave is 20 feet high and 25 feet long. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. Creatures struck by the wave might be knocked down or pushed away. Creatures struck by the wave must make a Strength check against your Spellcasting DC. If they fail the test, they are knocked prone. If they fail the test by 5 or more, they are carried with the wave during the wave’s movement this round. Creatures carried in this way can move out of the wave on their turn by taking an action to swim out, making a Strength check against your Spellcasting DC. Beginning at 10th level, you can use your Wave ability twice between rests, and beginning at 14th level, you can use it three times between rests. When you finish a Long Rest, you regain your expended uses. Water Mastery Starting at level 14, you have mastered the domain of Water. You are able to breathe normally in water and may cast spells while underwater without any deteriemnts to any verbal or somatic components. You also gain a 20 feet increase to your swimming speed, 5

Elemental Sorcerer Bloodline Elemental Bloodline One of the four elements infuses your being, and you can draw upon its power in times of need Elemental Afinity At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element. Elemental Bloodline Energy Types Element Damage Type Elemental Movement Air Lightning Fly 30 feet Earth Acid Burrow 20 feet Fire Fire +10 feet base speed Water Cold Swim 45 feet Elemental Ray Starting at 1st level, you can unleash an elemental ray as an action, targeting any foe within 30 feet as a ranged spell attack. This ray deals 1d6 points of damage of your elemental damage type for every two sorcerer levels you possess. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1). You regain all charges after a short or long rest. Elemental Resistance At 6th level, you gain resistance against your elemental damage type. At 14th level, your damage resistance increases to invunerability. You may also extend this resistance to your allies. You may spend any number of sorcery points to grant damage resistance to your elemental damage type to a number of allies up to your Charisma modifier (minimum 1). This protection lasts a number of turns equal to three times the ammount of sorcery points spent. Elemental Movement At 14th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the Elemental Bloodline Energy Types table Element Incarnate Starting at 18th level, you gain the power to manifest your elemental descendency fully. As an action, you can spend 5 sorcery points to draw on this power and be empowered by your elemental ancestor. You gain a number of bonuses based on your elemental bloodline. These changes last for 5 minutes. Air You gain immunity to non magical slashing, piercing and bludgeoning attacks and to lightning damage

Your Elemental Ray feature stuns targets for 1 round

You gain a flying speed of 60 feet Earth You gain immunity to non magical slashing, piercing and bludgeoning attacks and to acid damage

You gain tremorsense in a range of 60 feet

You gain a +3 bonus to your AC Fire You gain immunity to non magical slashing, piercing and bludgeoning attacks and to fire damage

Any creature takes fire damage equal to twice your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

You shed bright light in a 30-foot radius and dim light for an additional 30 feet Water You gain immunity to non magical slashing, piercing and bludgeoning attacks and to fire damage

A critical hit against you becomes a normal hit

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. 6