Elementalist: Elemental Enhancements
At 3rd, 5th, 9th, 13th, 17th, and 20th level, you gain an Elemental Enhancement. These are special bonus features/abilities that you can apply onto your elementalist to grant more customization. Certain enhancements are only allowed on specific element(s). Whenever you gain a level, you can switch out one enhancement for another. Some of these enhancements may have prerequisites
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- Breath Attack (Must specialize in Fire, Ice, Lightning, or Water): As an action, you release a powerful blast of elemental power from your mouth. You breathe out the energy in a 30ft line and all creatures in range must make a dexterity save. On a fail, they take 3D6 damage of either fire, cold, lightning, or magical bludgeoning damage respectively. Breath attacks recharge with a short or long rest after a single use.
- Earth Knock (Must specialize in Earth): As an action, you can cause a 5ft x 5ft chunk of earth to violently pop out under a creature's feet (30ft range). The creature must make a dexterity save or take 1D8 magical bludgeoning damage and be knocked back 15ft and prone. On a success, they take no damage and are not shoved.
- Orbiting Stones (Must specialize in Earth): When you cast the Magic Stone cantrip, you can cause the enchanted pebbles to orbit around you. If an enemy creature moves within 10ft of you, you can use a reaction to fling a stone at the target. Make a normal attack roll.
- Nimbus Cloud (Must specialize in Air and be level 9): By performing a ritual that takes 1 minute, you summon a magical cloud that descends to you. You can stand on top of the cloud to mount it. When mounted, it can fly up to 60ft per turn. Nimbus Clouds will disappear after 4 hours and you will fall off it if you are still riding it. You may summon 1 Nimbus Cloud per long rest.
- Weapon Channel: By performing a 1 hour ritual with one weapon of your choice, you can turn that weapon into your spellcasting focus. That weapon also deals an extra D4 of damage depending on the element chosen. Air and Water deal piercing damage, Earth deals bludgeoning damage, and the other elements deal their respective damages.
- Ice Beam (Must specialize in Ice and be level 9): As an action, you can shoot out a concentrated beam of magical ice. Roll a spell attack. On a hit, the target takes 3D10 cold damage and their movement speed is reduced by 1/2. Ice Beam can be used a number of times equal to your intelligence modifier and all uses recharge with a long rest.
- Force Splash (Must specialize in Water): As an action, you can slam down into the ground and cause a large splash of magical water to splash up in a 10ft radius around you. All creatures in range, except you, will become drenched in water. They will gain resistence to fire damage, but will become vulnerable to cold damage. The creature(s) will be dried up in 1 hour or if they take 10 points of fire damage.
- Splash Damage (Must specialize in Fire, Ice, or Lightning and be level 9): Whenever you damage a single creature with your respective damage type, the damage will also splash outwards and deal damage to another nearby creature. A creature within 5ft of the initial target must make a dexterity save or take the same amount of damage as the initial target. Splash damage only occurs when a single initial target is chosen, meaning that AOE spells and effects do not activate this.
- Lightning Ignition (Must specialize in Lightning and be level 5): Whenever you deal lightning damage, roll a D20. On a natural 20, the creature is promptly set ablaze for 1D4 rounds and will take 1D6 fire damage at the start of their next turn.
- Rolling Earth (Must specialize in Earth and be level 9): As an action, you can cause an area of land to suddenly rupture out and begin "rolling" in a direction. This area is 15ft wide, 5ft long, 5ft tall, and will roll 20ft in a straight line. All creatures in range must make a dexterity save or take 3D8 magical bludgeoning damage and be knocked prone and be restrained for 1 round. Creatures that fail the save are also carried along with the rolling earth. Creatures that pass the save are knocked prone but take no damage and aren't carried off.
- Air Burst (Must specialize in Air): After landing a weapon attack, you can use a bonus action to force the target to make a strength save. On a fail, they are pushed back 15ft with a powerful burst of air from your weapon. This can be done a number of times equal to your intelligence modifier and all uses recharge with a long rest.
- Water Ammunition (Must specialize in Water and be level 5): You gain the ability to create ammunition by morphing water. To generate ammunition, you will need to spend 1 minute performing a ritual to generate 10 arrows, 10 bolts, or 10 darts and the ritual can only be done if you have at least 1 pint of water on your person (water is not consumed). If you are within 30ft of a water source like an ocean or lake, the ritual only takes 1 action. Once done, you must finish a short rest before you create more ammunition and the ammunition themselves last for 1 hour before disintegrating.