Elementalist

Elementalists are scholars who reject the balance of the arcane in favor of raw elemental mastery. They see The Tides as a river to be channeled into one of its primal sources, shaping it until their chosen element saturates every spell they cast. An Elementalist surrenders versatility for focus, sacrificing entire branches of magic to become a living conduit of the world’s foundation. Whether calling storms, shaping stone, conjuring flame, or commanding the tide, these wizards embody the destructive beauty and creative potential of the elements.   The path of the Elementalist is not without peril. Binding oneself to an element means not only gaining power over it, but aligning one’s very soul with its nature. Fire burns away empathy, water erodes identity, air shatters stability, and earth hardens the heart. The greatest among them learn to temper this shift, becoming avatars of their chosen force without losing themselves to it.

Elemental Attunement

1st-Level Wizard (Elementalist) Feature   You align your magic to one of the four primary elements. Choose Air, Earth, Fire, or Water. This choice cannot be changed alter. You gain the associated feature:
  • Air. You gain resistance to falling damage, and wind subtly cushions you. You learn the Gust spell, which doesn't count against your cantrips known.
  • Earth. You gain Tremorsense to a range of 10 feet. You learn the Mold Earth spell, which doesn't count against your cantrips known.
  • Fire. You gain resistance to fire damage. You learn the Produce Flame spell, which doesn't count against your cantrips known.
  • Water. You gain resistance to cold damage. You learn the Shape Water spell, which doesn't count against your cantrips known.

Forbidden Schools

1st-Level Wizard (Elementalist) Feature   As an elementalist, you lose access to some of the elements in order to specialize in another. If you chose Air for your Elemental Attunement, you cannot cast any spell with the Earth Descriptor. If you chose Earth, you cannot cast any with the Air Descriptor. If you chose Fire, you cannot cast any with the Water Descriptor. If you chose Water, you cannot cast any with the Fire Descriptor. In addition, your specialization in the worldly magics has left you lacking in magic related to life and living. As such, Necromancy is a forbidden school for you. You cannot learn or cast spells of this school or of the forbidden descriptor.

Elemental Surge

1st-Level Wizard (Elementalist) Feature   Your chosen element infuses your magic, causing your spells to manifest with primal force. Damage dealt by spells with the Descriptor that matches your chosen element ignore resistance and treat immunity as resistance.

Elemental Command

6th-Level Wizard (Elementalist) Feature   You gain a powerful command over your element:
  • Air. You learn the Gust of Wind spell and can cast it without expending a spell slot a number of times each day equal to your Wizard Power Reservoir, regaining all expended uses when you finish a long rest.
  • Earth. You can use your action to gain a Burrow speed of 10 feet for 1 hour. You can do so a number of times equal to your Wizard Power Reservoir, regaining all expended uses when you finish a long rest.
  • Fire. When you cast a Fire spell that deals damage, you can reroll a number of damage dice equal to up to twice your Wizard Power Reservoir. You can do so a number of times equal to your Wizard Power Reservoir, regaining all expended uses when you finish a long rest.
  • Water. You can create a 10-foot-radius Sphere of breathable water around yourself for 10 minutes. Ranged attacks passing through the sphere are made with Disadvantage. You can do so a number of times equal to your Wizard Power Reservoir, regaining all expended uses when you finish a long rest.
In addition, you have advantage on saving throws made against spells with your chosen element's Descriptor.

Elemental Shaping

10th-Level Wizard (Elementalist) Feature   Your mastery deepens, allowing you to alter the battlefield itself. As an action, you can create powerful effects, which last for 1 minute or until you dismiss them as a bonus action:
  • Air. You create a 15-foot-radius area of whirling winds centered on yourself and moving with you. Choose a number of creatures you can see within 30 feet of you equal to your Wizard Power Reservoir. Creatures other than you and the chosen creatures have Disadvantage on ranged attack rolls that pass through the winds. In addition, you and the chosen creatures gain a Fly speed of 15 feet while within the area.
  • Earth. You cause a 40-foot Cube of stone or earth to rise or sink by up to 20 feet and become hazardous. Choose a number of creatures you can see within 30 feet of you equal to your Wizard Power Reservoir. Creatures other than you and the chosen creatures treat the affected area as difficult terrain, and boulders launch at them. At the start of each such creature's turn while within the area, it must make a Dexterity saving throw against your Spell Save DC, taking 2d8 Bludgeoning damage and being knocked Prone on a failure.
  • Fire. You cause the air itself to burn and smolder with extreme heat and sparks of flame. Choose a number of creatures you can see within 30 feet of you equal to your Wizard Power Reservoir. You and each of those creatures gain a shimmering aura of heat surrounding them. Whenever a creature other than you or another of the chosen creatures starts its turn within 5 feet of such a creature, touches such a creature, or makes a melee weapon attack from within 5 feet of such a creature, it takes 2d4 Fire damage.
  • Water. You cause water to rush outward from you in a powerful wave along the ground. Choose a number of creatures you can see within 30 feet of you equal to your Wizard Power Reservoir. All other creatures within 30 feet of you other than the chosen creatures must make a Strength saving throw against your Spell Save DC, being pushed to the edge of this effect and knocked Prone on a failure. Whenever such a creature moves toward you, it treats the movement as difficult terrain. You and the chosen creatures do not provoke attacks of opportunity while within this area of water for moving out of a threatened space.

Elemental Ascendance

14th-Level Wizard (Elementalist) Feature   You become a living avatar of your element:
  • Air. You gain a fly speed equal to your land speed, you can hover, and you are immune to fall damage.
  • Earth. You gain resistance to bludgeoning, piercing, and slashing damage from non-Adamantine weapons while in contact with solid ground.
  • Fire. You gain immunity to Fire damage, and any creature that hits you with a melee attack from within 10 feet of you takes 2d10 Fire damage.
  • Water. You gain immunity to Cold damage, you can breathe underwater indefinitely, and you can transform into water as per Gaseous Form one, changing the Fly speed to a Swim speed. While in this form and underwater, you are Invisible. Once you take this form, you cannot do so again until you finish a long rest.

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