Elementalist Profession in Novence Eternal | World Anvil

Elementalist

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Same as Sorcerer

Requirements

(Class Bond) Sorcerer: You must have fully unlocked every ability of the Sorcerer class.

Abilities

Ultimate Ability: Circle of the Elements

Rarity: Exotic | UP: 70 | ZP: 2 | ZL: 0 | Cost: 5 TP
You apply an extreme state of elemental stasis to a location you can see within 100ft with a 15ft radius. All targets in the circle are afflicted with all elemental status effects except one of your choice for 1 round, without reacting. When the target is inflicted with the final missing status effect, all elemental reactions with that element are triggered at once.

Elemental Mastery

Level 1 | CC: Elementalist | Rarity: Legendary | Cost: 7 TP
Elemental Mastery: Gain the ability to utilize elemental reactions to apply useful effects in combat. Different reactions can happen when different types of elemental magic come into contact. Elemental reaction potency uses an Arcana roll, henceforth referred to your Elemental Mastery roll (EM). As a Tactical Action, you can prime the power of the elements on a target, afflicting them with the debuff Elementalized for 6 rounds. When an Elementalized target is afflicted by certain damage types, they will gain a special status effect corresponding to the element lasting while they are Elementalized:
  • Pyro: Applied when the target takes Heat damage.
  • Cryo: Applied when the target takes Cold damage.
  • Electro: Applied when the target takes Electric damage.
  • Hydro: Applied when the target touches water, or takes Acid damage.
  • Geo: Applied when the target is affected by an earth-based effect, or receives Stagger, Bound, or Prone.
  • Dendro: Applied when the target is affected by a plant-based effect, takes Poison damage, or receives healing.
  • Anemo: Applied when the target is affected by a wind-based effect, takes Sonic damage, or is subject to knockback.
  • Metallo: Applied when the target is affected by a metal-based effect, or takes Kinetic or Bleed damage.
  • Pneuma: Applied when the target takes Psychic, Epithymic, Thrymmotic damage; or is affected by certain magic spells such as Magic Missile.
Elemental reactions will be listed at the bottom of the page.

Spellementalist

Level 2 | REQ: Elemental Mastery; Spellcasting (Sorcerer) | Rarity: Rare | Cost: 1 TP
Gain 1 Sorcery Point whenever you trigger an elemental reaction.

Elemental Specialty I

Level 3 | REQ: Elemental Mastery | Rarity: Rare | Cost: 1 TP
When you long rest, you choose one of the nine elements. Until your next long rest, you gain advantage on EM rolls for your chosen element.

Class Feat Slot VI

Level 4 | CC: Elementalist

Elemental Opportunist

Level 5 | REQ: Elemental Mastery | Rarity: Rare | Cost: 2 TP
Whenever an ally applies an elemental status effect to a target, you have a 1d2 chance of gaining a follow-up spellcast with a spell of your choice with casting time of 1 action or less.

Elemental Field

Level 6 | REQ: Elemental Mastery | Rarity: Rare | Cost: 2 TP
You can spend an Ability Action to create an Elemental Field with a 15ft radius at a point you can see within 100ft. The Elemental Field lasts for 6 rounds and applies Elementalize to any creatures standing within it.

Elemental Armaments

Level 7 | REQ: Elemental Mastery | Rarity: Legendary | Cost: 3 TP
Your weapons will always apply a corresponding element based on their damage type in the following list, regardless of if the target is elementalized. If the target is elementalized, your weapons gain an AFF boost to their damage type equivalent to the average value of your EM roll.
  • Pyro: Heat
  • Cryo: Cold
  • Electro: Electric
  • Hydro: Acid
  • Geo: Bludgeoning
  • Dendro: Poison
  • Anemo: Sonic
  • Metallo: Kinetic
  • Pneuma: Psychic, Epithymic, Thrymmotic

Class Feat Slot VII

Level 8 | CC: Elementalist

Spell Weaving

Level 9 | Rarity: Legendary | Cost: 4 TP
You can cast two spells at the same time so long as no more than one of them has an M component, and they have the same cast time.

Primordial Elements

Level 10 | REQ: Elemental Mastery | Rarity: Legendary | Cost: 2 TP
Gain access to two additional elements, Luxo and Skoto, representing Light and Dark.
  • Luxo: Applied when the target takes Radiant damage.
  • Skoto: Applied when the target takes Cosmic or Thanatonic damage.
Luxo and Skoto have only one reaction, Neutralize, which happens when they meet. The activating attack's damage becomes an AOE with radius equivalent to (EM+10)ft, with a damage boost equal to 2*EM%.

Elemental Specialty II

Level 11 | REQ: Elemental Specialty I | Rarity: Rare | Cost: 3 TP
When you choose your Elemental Specialty, your EM rolls of your chosen element gain a +10 boost.

Class Feat Slot VIII

Level 12 | CC: Elementalist

Progeny of Light and Dark

Level 13 | REQ: Primordial Elements | Rarity: Legendary | Cost: 2 TP
When you cause the Neutralize reaction, you can apply one of the 9 base elemental effects for free.

Elemental Expertise

Level 14 | REQ: Elemental Mastery | Rarity: Legendary | Cost: 3 TP
Your EM rolls can never roll below average.

Coordinated Focus

Level 15 | Rarity: Exotic | Cost: 5 TP
When an ally makes a spell attack, you gain a follow-up attack with your Arcane Focus.

Class Feat Slot IX

Level 16 | CC: Elementalist

Elemental Battery

Level 17 | REQ: Elemental Mastery | Rarity: Legendary | Cost: 2 TP
Whenever you trigger an elemental reaction, you gain 1d2 UP.

Pneumatic Aura

Level 18 | REQ: Elemental Mastery | Rarity: Legendary | Cost: 3 TP
Whenever you trigger a Pneuma reaction, its positive effects apply to all allies within a 10ft radius of both you or the ally that aided in the reaction.

Class Feat Slot X

Level 19 | CC: Elementalist

Elemental Stasis

Level 20 | REQ: Elemental Mastery | Rarity: Exotic | Cost: 4 TP
When you apply two elements that would normally react, you can use Concentration to maintain both elemental status effects without them reacting. When you introduce a third status effect, all three status effects will react with each other, triggering three elemental reactions at once.


Elemental Reactions

  • Pyro + Hydro = Vaporize: The attack that activates the reaction gains a bonus to its damage equivalent to (EM+10)%.

  • Cryo + Pyro = Melt: The attack that activates the reaction gains a bonus to its damage equivalent to (EM+10%).
  • Cryo + Hydro = Freeze: The target is inflicted with the Freeze status effect of tier equivalent to EM/4 and duration equivalent to EM/8.

  • Geo + Pyro = Erupt: A pool of molten lava forms around the target with a radius equivalent to EM/2 ft. Each round spent in the lava deals EMd10 damage. The lava lasts for EM/8 rounds.
  • Geo + Hydro = Muddle: A pool of mud forms around the target with a radius equivalent to EM ft. The terrain counts as difficult terrain and costs double the movement to move through. The mud lasts for EM/6 rounds.
  • Geo + Cryo = Erode: The target’s armor begins to crack and erode, losing PC equivalent to EM/6.

  • Electro + Pyro = Overload: An explosion happens on the target with radius of EM/3, knocking all creatures back EM feet for (EM/2)d10 Kinetic/Heat damage.
  • Electro + Hydro = Shock: The target is inflicted with the Shocked status effect of tier equivalent to EM/5, duration equivalent to EM/10, and damage roll equivalent to (EM/2)d10.
  • Electro + Cryo = Superconduct: The target’s Physical RES is decreased by EM% for a duration equivalent to EM/8.
  • Electro + Geo = Ground: The attack that activates the reaction gains a bonus to its damage equivalent to (EM+10%).

  • Dendro + Pyro = Burn: The target is inflicted with the Burning status effect of tier equivalent to EM/5, duration equivalent to EM/10, and damage roll equivalent to (EM/2)d10.
  • Dendro + Hydro = Grow: If the target has charges of Sprout, their Sprout charges increase by EM/4.
  • Dendro + Cryo = Wither: Remove all charges of Sprout on the target. For each charge removed, increase the damage of the activating attack by (EM/4)%.
  • Dendro + Geo = Germinate: The target gains EM/6 charges of Sprout with duration EM/8.
  • Dendro + Electro = Quicken: For each charge of Sprout on the target, deal EM/2 Poison damage.

  • Anemo + Pyro = Blaze: Fire forms around the target with a radius equivalent to EM/4 ft. For the next EM/8 rounds, the fire spreads up to EM/2ft at a time in a direction of your choice.
  • Anemo + Hydro = Mist: A dense mist forms around the target with a radius equivalent to EM/2 ft. The mist obscures vision and boosts stealth rolls within it. For the next EM/8 rounds, the mist moves up to EM/2ft at a time in a direction of your choice.
  • Anemo + Cryo = Hail: A hailstorm forms around the target with radius equivalent to EM/2 ft. The hailstorm deals (EM/3)d10 Ice/Bludgeoning damage to all creatures within it. For the next EM/8 rounds, the hailstorm moves up to EM/2ft at a time in a direction of your choice.
  • Anemo + Electro = Thunder: A thunderstorm forms around the target with radius equivalent to EM/2 ft. The thunderstorm deals (EM/3)d10 Electric damage to all creatures within it. For the next EM/8 rounds, the thunderstorm moves up to EM/2ft at a time in a direction of your choice.
  • Anemo + Geo = Dust: A dense dust cloud forms around the target with a radius equivalent to EM/2 ft. The dust obscures vision and boosts stealth rolls within it. For the next EM/8 rounds, the dust moves up to EM/2ft at a time in a direction of your choice.
  • Anemo + Dendro = Pollinate: A cloud of pollen forms around the target with radius equivalent to EM/2 ft. The pollen cloud inflicts Stun (III) (1) at a DC equivalent to your EM (one stack on success). For the next EM/8 rounds, the pollen cloud moves up to EM/2ft at a time in a direction of your choice.

  • Metallo + Pyro = Bend: The target’s Physical AFF is decreased by EM% for a duration equivalent to EM/8.
  • Metallo + Hydro = Rust: The target is inflicted with the Poison status effect of tier equivalent to EM/5, duration equivalent to EM/10, and damage roll equivalent to (EM/2)d10.
  • Metallo + Cryo = Shatter: An explosion of ice projectiles happens within an EM ft radius, dealing (EM/2)d10 Cold damage to all enemies within the radius.
  • Metallo + Electro = Magnetize: A magnetic field is generated within an EM ft radius, dealing (EM/2)d10 Magnetic damage to all enemies within the radius.
  • Metallo + Geo = Crystallize: The target is afflicted with Petrified (I) at a STR save equal to your EM for a duration equivalent to EM/8.
  • Metallo + Dendro = Trim: Remove half the charges of Sprout on the target. For each charge removed, increase the damage of the activating attack by (EM/4)%. For the next round, increase the Sprout charges gained from the Grow reaction by (EM+20)%.
  • Metallo + Anemo = Spall: An explosion of metal projectiles happens within an EM ft radius, dealing (EM/2)d10 Kinetic damage to all enemies within the radius.

  • Pneuma + Pyro = Invigorate: You and the ally that contributed to the reaction gain +EM% ATK for 1 round.
  • Pneuma + Hydro = Purify: You and the ally that contributed to the reaction are cleansed of a debuff of your choice.
  • Pneuma + Cryo = Preserve: You and the ally that contributed to the reaction gain +EM% DEF for 1 round.
  • Pneuma + Electro = Energize: You and the ally that contributed to the reaction gain +EM/8 to your DEX and INT rolls for 1 round.
  • Pneuma + Geo = Form: You and the ally that contributed to the reaction gain + EM*3 Temp HP for 1 round.
  • Pneuma + Dendro = Commune: You and the ally that contributed to the reaction gain +EM/8 to your WIS and CHA rolls for 1 round.
  • Pneuma + Anemo = Animate: You and the ally that contributed to the reaction gain an additional Tactical Action.
  • Pneuma + Metallo = Strengthen: You and the ally that contributed to the reaction gain +EM/8 to your STR and CON rolls for 1 round.

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