Elementalist: Master of the Elements Watching from behind a rock as a group of armed soldiers marched towards a village. They feel the elemental energy coursing through their veins as they ready their ambush. When the group is in position, the elementalist jumps down and sets a totem into the earth. The totem explodes a stream of fire that washes over the soldiers. The elementalist swings his mace at the soldiers, cracking with lightning as it connects with one soldiers helmet. The soldiers attack, but the elementalist dodges, placing another totem that causes the earth to tremble. The elementalist watches as the soldiers struggle to maintain their footing. He then mumbles a few words to himself, causing a whirlwind of lightning, fire, and bits of rock to swirl around the soldiers. They realize they are no match for the guardian of this village. Source of Power The elementalist passes their understanding of the elements from one elementalist to the next, usually along bloodlines. Each elementalist has a deep connection with the elemental planes, drawing their power from the planes. If ever on one of the elemental planes, their power would be magnified. Creating an Elementalist The elementalist is a versatile class, using totem to assist their allies and take down their enemies. The subclasses give a focus for the class, such as the Elemental pathway being more of a ranged caster, while the Guardian pathway is a martial fighter that gets in the face of their enemy. Managing actions is critical to playing the elementalist class. Quick Build COMING SOON!!!!

Elementalist Level Proficiency

Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Totem Channeling (Tier I), Elemental Speech — — — — — 2nd +2 Elemental Resistance, Elemental Whirlwind, Spellcasting 2 — — — — 3rd +2 Pathway 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Elemental Surge 4 2 — — — 7th +3 Pathway Feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Totem Channeling (Tier II) 4 3 2 — — 11th +4 Pathway Feature 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Elemental Ally 4 3 3 1 — 15th +5 Pathway Feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Elemental Resistance, Totem Channeling Feature (+10 ft radius) 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Pathway Capstone 4 3 3 3 2 Class Features As an elementalist, you gain the following class features: Hit Points Hit Dice: 1d10 per Elementalist level

1d10 per Elementalist level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Elementalist level after 1st. Proficiencies Armor: Light, Medium, Shield

Light, Medium, Shield Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: Totemcrafting, Woodcrafting Saving Throws: Wisdom, Strength

Wisdom, Strength Skills: Choose two from History, Medicine, Arcana, Nature, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) simple weapon or (b) martial weapon

(a) shield or (b) simple Weapon or (c) martial Weapon

leather armor or scale mail

(a) herbalist pack or (b) an explorer's pack Totem Channeling At first level, the elementalist knows how to Channel elemental energy through totems that are placed on the ground. Each totem has an AC of 12 and HP of 5 + Elementalist level. Totems has an effect on non hostile creatures within 10 ft of the totem. A creature may occupy the same space as the totem. At 18th level the elementalist may extend the radius of a totem by up to 10 ft. It takes a lot of energy to channel elemental energy through a totem. As you grow more experienced, you become more efficient at channel elemental energy through a totem. You need a long rest to recover Totem Channel points. You can channel Wisdom Modifier + Elementalist level, rounded up, amount totems per long rest. A totem can be set where you are standing, using an action. Some totems require a bonus action or a reaction to activate. A totem can stay active for up to 10 minute unless stated otherwise. When a totem’s time has passed, the totem is destroyed. You may choose which creatures are effected by an activated totem. Only one of each type of totem may be set at a time. Elementalists have access to Tier I totems at first level and Tier II totems at level 14. Tier III totems are only accessible by elementalist that choose the Totem Pathway.

Totems Tier I Earth: After this totem is set, the elementalist can use a bonus action to activate this totem. When activated, all creatures within the totem’s range at the time of activation gain temporary HP = Elementalist level for 10 minutes. The totem is destroyed once the totem has been activated. Air: The totem creates a wall of wind in a cylinder that is 10 ft tall. The totem is at the base of the cylinder. Any ranged attacks that enter the cylinder, whether targeting someone within or passing through the cylinder, are done at a disadvantage. Water: Any creature that is within range of the totem and is the target of a healing spell recieves 1d4 bonus healing from the spell. Fire: Any creature that enters or starts its turn within range of this totem is attacked by a fiery flare, which deals 1d4 fire damage. As a bonus action, you may release a flare at a target, using your spell casting modifier. The flare deals 1d4 fire damage on a successful attack. Tier II Earth: All creatures within range of this totem increase their AC by 1. Air: When a creature first enters, or starts its turn, in the range of this totem, the elementalist may use a reaction to activate the totem. When activated, the totem releases an explosion of electrical energy, dealing 1d6 lightning damage to all creatures within range. Also, each creature must make a Constitution Save. On a failed save, the target is stunned until the start of their next turn. The totem is destroyed once the totem has been activated. Water: One creature within the effect of the totem may be targeted by the elementalist to restore 2d6 hit points as a bonus action. Fire: Any creature attacking within range of the totem deals 1d6 fire damage with their attacks. Tier III Earth: The ground shakes. Every creature within range of the totem, at the start of their turn, must make a Dexterity Save. On a failed save, the creature falls prone. Moving in this area is considered difficult terrain. As a bonus action, you may choose prone, large size or smaller, creature within range of the totem. The creature must make a Strength saving throw. On a failed save, the creature is restrained. The creature may attempt to break free of the restrain at the end of their turn. You may only have on creature restrained at a time. Air: Setting this totem causes air to envelope all creatures within range of this totem, guiding their attacks. When a creature within range rolls a 19 or 20 on their attack roll, the attack is considered a critical hit. Water: When this totem is active, as a bonus action, you may target a creature within range of the totem and hurl a glob of acid at the creatures face. The creature must make a Dexterity saving throw. On a failed save, the creature takes 1d6 + Wisdom modifier acid damage and is blind until the end of their next turn. Otherwise, the creature takes half damage. Fire: When a creature first enters the range of this totem or starts its turn within range, the elementalist may use a reaction to explode the totem, dealing Wisdom Modifier d6 fire damage. Any creature damaged by this totem stays on fire taking 1d6 fire damage at the start of their turn until they use an action to put out the fire. The totem is destroyed once the totem has been activated. Elemental Speech At first level, You have spent enough time understanding the ways of the elements that you have learned to speak and understand the language Primordial. Elemental Whirlwind At second level, you can use a spell slot to create a whirlwind that is a 10-foot-tall cylinder with a 5-foot-diameter of elemental energy that last for 1 minute. Any creature that ends its turn within 5 feet of the whirlwind must make a Dexterity saving throw. The creature takes 1d8 + 5 of fire, cold, acid, lightning, or bludgeoning damage, depending on which element the elementalist chosen at the start of casting (Fire = fire, Water = cold, Air = Lightning, Earth = Bludgeoning). On a successful save, the creature takes half as much damage. As a bonus action, you can move the whirlwind up to 30 feet. If you ram the whirlwind into a creature, that creature must make the saving throw against the whirlwind's damage, and the whirlwind stops moving this turn. When you cast this spell using a spell slot of 2nd level or higher, the whirlwind gains an additional element type. For each slot level above 2nd, you may add an additional element type. Each element deals 1d8 of the respective damage type. This spell requires concentration. This spell is always prepared and does not count against your number of prepared spells. Elemental Resistance At second level, choose one type of elemental damage that you are resistant: fire, cold, acid, lightning, thunder At 18th level, you are resistant to fire, cold, acid, lightning, and thunder damage.

Spellcasting By 2nd level, the class can now cast spells. Preparing and Casting Spells The Elementalist table shows how many spell slots you have to cast your spells. To cast one of your Elementalist spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Elementalist spells that are available for you to cast, choosing from the Elementlist spell list. When you do so, choose a number of My Half-Caster spells equal to your Wisdom modifier + half your Elementalist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your Elementalist spells. 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 Ritaul Casting You can cast an elementalist spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Archetype Choice At third level, you choose a pathway for your elementalist to determine how you defend your people. You may choose the Elements, Totem, and Guardian, all detailed at the end of the class description. The pathway you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Elemental Surge Starting at 6th level, you have learned to draw beyond what a normal person could in an act of desperation to defeat your enemies. Elemental Overcharge: You may expend one of your Elementlist Hit Die to cause an attack that deals elemental damage (fire, cold, acid, lightning, or thunder) to deal maximum damage. This can be done before or after the damage roll. Unleashed Energy: When hit with an attack, as a reaction you may expend one of your Elementalist Hit Die to deal a Elementalist Hit Die amount of an element of your choice (fire, cold, acid, lightning, or thunder) damage to a target that hit you with an attack. Elemental Ally When you reach level 14, you have earned the friendship of an elemental of your choice (Earth, Wind, Water, or Fire) that is of challenge rating 5 or lower. This cannot change. You can use an action to summon your ally to aide you in an unoccupied space within 10 feet of yourself a number of time equal to your charisma modifier per day. Minimum of once per day. This does not use a spell slot. The elemental will protect and guard you with its life, thus is friendly to your companions as well as yourself. It obeys verbal commands and rolls its own initiative and is around for 1 hour or until dismissed. If no commands are given, the elemental will defend itself and you from hostile creatures. Otherwise, it takes no action. If the elemental dies, it returns to its plane and you may make a Charisma save DC 10 after a long rest to see if you can repair the relationship allowing the elemental to be summoned again. On a failure, you cannot summon the elemental, but you may try again to persuade the elemental at the end of another long rest. Each time the elemental dies, the DC increases by 2.

Elementalist Pathways There are three pathways available that the elementalist may take at third level: Elements, Totem, and Guardian. The Element pathway is the elementalist that prefers to use spells to channel their magic. The Totems pathway is the elementalist that trust in the totems to aid them and their allies, supporting the team. The Guardian is the elementalist that imbues themselves with the elements as they fight in close combat. Elements You choose to guide the elements around you to protect you and your allies. Elemental Focus At 3rd level, your connection with the elements has allowed you master spells moreso than other elementalist. You now may learn up to four cantrips from the Elementalist spell list. Beyond knowing more spells, you have learned to manipulate spells that would normally target all targets. You may have any spell that uses the elements and targets multiple creatures or has an area of effect, no longer effect friendly creatures. Charged Spells Starting at 7th level, When a spell you cast critical hits, you may cast a cantrip, of the same damage type, as a bonus action. Primal Meditation Starting at 11th level, during a short rest, you may roll a Hit Die. Instead of recovering HP, you may recover spell slots based on the Hit Die roll. The spell slots may add up up to the Hit Die roll. For example, you roll a 6 on the Hit Die. You may restore two level 1 spell slots and a level 4 spell slot. Elemental Redirect Starting at 15th level, when targeted by elemental damage attack (fire, cold, acid, lightning, or thunder), you may use a reaction to redirect the attack to another target. The new target uses your attack roll to determine whether the attack hits. You may do this as many times per long as your Wisdom Modifier. Elemental Tempest At 20th level, once per longrest, for 1 minute, you are immune to elemental (fire, cold, acid, lightning, or thunder) and non magical physical damage. All attacks have disadvantage on you. You may twin every attack spell you cast. Deal 2 of each elemental damage (fire, cold, lightning, thunder) to all enemies with 10ft at the start of your turn. After 1 minute, or when you decide to dismiss the ability, deal Wisdom Modifier number of d10 of your choice of elemental damage to all enemies within 15 ft of you. Totem There are secrets within the totems that other elementalist have yet to learn. You however, trust that there is more to the totems than what you have been taught. Improved Totems At 3rd level, your totems may extend their effects an additional 10 feet. Also, you may place a totem as a bonus action. Totem Connection Starting at 7th level, move around as normal while the totem is active. The totem may move with you. However, if the totem leaves your hand for any reason, the totem is destroyed. The totem is considered a club for carrying and attack purposes. Interwoven Totem Starting at 11th level, when you cast a ranged spell, your totem can deliver the spell as if it had cast the spell. Your totem must be within 50 ft of you. If the spell requires an attack roll, you use your spell attack modifier for the roll. If you critical hit with a spell while casting through a totem, you may recover a spell slot of equal or lesser level. Totem Mastery Starting at 15th level, you may now channel totems from the Tier III totem list. One with Totem At 20th level, you may choose to expend a level 1 spell slot to channel a totem through yourself, as if you were a totem, for 1 hour. Doing this does not use one of your totems.

Guardian You have learned to imbue yourself with elemental energy, transforming yourself and your weapon attacks. You are an elemental warrior. Fighting Style 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. Defense While you are wearing armor, you gain a +1 bonus to AC. 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. 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. Elemental Strikes At 3rd level, you have learned to imbue any weapon(s) that you are holding with Elemental damage of your choice (fire, cold, acid, or lightning), granting bonus damage according to the following: 3rd level 1d4, 10th 1d6, 16th 1d8, 20th 1d10. As a bonus action, you may dismiss the imbue. As a bonus action, you may change the damage type. If an imbued weapon is out of your hand for more than 6 seconds, the imbue is dismissed. Imbue Self I Starting at 7th level, as an action, you may imbue yourself with elemental energy. Only one imbue on yourself may be active at a time. The imbue lasts until you dismiss it or you go unconscious. Earth: Your skin hardens. Increase AC by 4 Air: Increase movement speed by 20 ft. You move across difficult terrain at normal speed. Water: You can breath and speak underwater normally. Fire: Any successful attack against you deals Wisdom Modifier of fire damage to attacker. Released Energy Starting at 11th level, each time you miss an attack while this is active, you gain 1 charge. When you next hit, you may expend a level 1 spell slot to deal 1d8 of the type of damage you have active. You may cast this at a higher level, limited by the number of charges you have active. For each level increase, add 1d8 damage. Charges return to zero once the target is hit by you, you hit another creature, or the creature dies. Imbue Self II At 11th level, you have learned new imbues for yourself. Earth: If an attack would take to to 0 HP, make a Constitution Save with DC 10. If you succeed, you have 1 hp and the DC increases by 5. Air: May use your action to emit a bright light, causing anyone who can see the light within 10 ft to make a Constitution Save or be blinded until the start of your next turn. Water: As a bonus action you may release a jet of water towards a target within 5 ft. The target must make a Dexterity Save. If the target fails, they are pushed back 5 ft and knocked prone. Otherwise, nothing happens. Fire: When an ally is targeted by an attack, you may use a reaction to release a flare at the attacking creature, dealing 1d6+Wisdom Modifier fire damage. You use your spell attack modifier for the attack roll. Elemental Attuned Starting at 15th level, you have become attuned to one of the elemental magic more than the others. Choose one of the following as a permanent bonus. Earth: Your skin hardens, increase your max hp by 2 per Elementalist Level Air: With the wind guiding your attacks, you gain an extra attack (2) when taking the attack action. Water: You are immune to poison and disease. As a bonus action, you may cast the spell Healing Word on yourself without spending a spell slot. Fire: When you make a critical hit with a weapon attack, you roll an additional 1d12 fire damage. If you roll a 12 on this roll, roll an additional 1d12 fire damage. You may repeat this until you do not roll a 12 on the additional fire damage. Embodiment At 20th level, you can mastered the art of imbuing yourself with elemental energy. You may have up to two imbues on yourself active at a time. If they are both of the same element, any creature that starts its turn within 5 feet of you takes 1d6 damage of the element you have imbued.

Elementalist Spell List Cantrip Absorb Elements

Acid Spash

Control Flames

Create Bonfire

Fire Bolt

Fog

Frostbite

Green Flame Blade

Healing Word

Produce Flame

Gust

Lightning Lure

Mold Earth

Primal Savagry

Produce Flame

Ray of Frost

Shape Water

Shocking Grasp

Thunderclap 1st Level Aid

Burning Hands

Chromatic Orb

Create or Destroy Water

Earth Tremor

Elemental Whirlwind

Feather Fall

Fog Cloud

Healing Word

Hellish Rebuke

Ice Knife

Jump

Longstrider

Misty Step

Thunderwave

Zephyr Strike 2nd Level Aganazzar's Scorcher

Aid

Dust Devil

Flame Blade

Gust of Wind

Heat Metal

Mass Healing Word

Maximilian’s Earthen Grasp

Melf's Acid Arrow

Misty Step

Pyrotechnics

Scorching Ray

Shatter

Snilloc's Snowball Swarm

Warding Wind 3rd Level Call Lightning

Elemental Weapon

Erupting Earth

Fireball

Flame Arrows

Gaseous Form

Haste

Lightning Arrow

Lightning Bolt

Mass Healig Word

Meld into Stone

Melf's Minute Meteors

Protectin from Energy

Sleet Storm

Thunder Step

Tidal Wave

Wall of Sand

Wall of Water

Water Breathing

Water Walk

Wind Wall 4th Level Banishment

Conjure Minor Elementals

Control Water

Elemental Bane

Fire Shield

Freedom of Movement

Ice Storm

Stoneshape

Stoneskin

Storm Sphere

Vitriolic Sphere

Wall of Fire

Watery Sphere 5th Level Cone of Cold

Conjure Elemental

Contact Other Plane

Control Winds

Flame Strike

Immolation

Maelstrom

Planar Binding

Reincarnate

Swift Quiver

Transmute Rock

Wall of Stone

