Elementalist Profession in west continent | World Anvil
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Elementalist

Elementalist


Hit Points

Hit Dice: d6 per Elementalist level
Hit Points at first Level: 6+Con mod
Hit Points at Higher Levels: 1d6 + Con mod

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two Skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

Wizards are nerds, scorers talented but lazy, warlocks and clerics have their sugar daddies, and bards... well they are bards. However, they all have one thing in common; they lack commitment. You fully devote yourself to one element drawing power directly from that element you are granted powers that normal casters cannot harness. however the drawback is that utility and options drop.   This is a world specific class.   This is a hidden class. Meaning you may not take this class upon character creation. If you take this class you may choose to reduce your level to 1 losing all health, spell casting, and abilities associated with that class. if you do this you gain an accelerated growth rate. Or you may choose to multi-class into this class.   This is an Elemental class, meaning that you will have a special connection to one element, but unable to use any others. This is related to the subclass you used to get this class. if a subclass was not used to get here then you may choose.


Class Features

Elemental Die


Whenever you cast a spell that does damage you may add your Elemental Die to the damage. Whenever you use an ability that does damage or heals use your Elemental Die. This is determined by the Elementalist table      

Elemental Attack

 
As an action, you may deal with damage in your chosen element to deal damage to an enemy within 60 ft. This is equal to your elemental die. Depending on your archetype this may require a spell attack or a save by the enemy.    

Elemental Heal


As an action, you may heal yourself by a number of hit points equal to your elemental die. You may do this once per short or long rest

  Lygomancy


You gain the ability to harness elements in their purest form. You may cause every creature within your feild of view to become either immune to, or vunrible to your damage type. You may do this once per short or long rest.

ARCHETYPES


 

Pyromancer

  You gain use of fire! with this archetype, you use fire to cast spells, do fire damage, and have a certain flair for the unexpected. Your Elemental attack is a saving throw that effects a 5ft sphere around your target, on success they take half dmg.  
Pilot light
  At 3rd level you gain the ability to conjure enough flame to cast your spells as. as a bonus action, you may create a small flame to use your abilities and spells. this goes out if you take water damage or are submerged, or if you dismiss it as a bonus action.  
Turn it up
  At 7th level, you become able to make it extremely uncomfortable to stand next to you. As an action, while you have flame available to you raise the temperature to a degree where most creatures will take damage. All creatures surrounding you in a 30ft radius must make a con save or take your elemental die in fire damage, half that on a success. If this takes a creature to 0 HP then they have passed out from heat exhaustion. This lasts a number of turns equal to your proficiency bonus and the save must be repeated at the start of your turn for all creatures inside the area. You may do this once per short or long rest.   In addition, you gain immunity to fire damage.  
Pyrokinesis
  At 15th level, you become able to control flames within a 30ft radius. As an action, you may move up to a 5ft cube of flames within your range. You may directly wield fire as a weapon this way, as well as coat yourself in fire.   In addition, no mater how hot your body becomes you cannot take damage from heat in any way.  
Plasma
  At 19th level, you become able to temporarily condense your pilot light into a plasma ball. For 6 turns you may double the Die size of your elemental Die and give yourself advantage on one attack per turn.   In addition, when you are dealt fire damage from a source other than yourself you may heal for the damage done.    

Cryomancer

  You use Ice! With this archetype, you use ice to cast spells, do cold damage, and are always cool even under pressure. Your elemental attack is a dex save that goes in a straight line from you to your target traveling along the ground.    
Refrigerant
  At 3rd level you are able to drop the temperature around you enough to use abilities and cast spells. Do this as a bonus action, this effect works for only one ability or spell before you must to it again however it endures until you use it. this effect will freeze any water that you are holding or that is within 1 ft of you.  

Turn it down

  At 7th level, you become able to make it extremely uncomfortable to stand next to you. As an action, while you have ice or refrigerent available to you drop the temperature to a degree where most creatures will take damage. All creatures surrounding you in a 15ft radius must make a dex save or take your elemental die in cold damage and are rooted in place until the start of your next turn. If this takes a creature to 0 HP then they are frozen solid but not dead. This lasts a number of turns equal to your proficiency bonus and the save must be repeated at the start of your turn for all creatures inside the area. You may do this once per short or long rest.   In addition, you gain immunity to cold damage.  

Cyrokinesis

    At 15th level, you become able to control ice within a 30ft radius. As an action, you may move up to a 5ft cube of ice within your range manipulating it's shape freely. You may directly wield ice as a weapon this way, as well as coat yourself in ice.   In addition, no matter how cold your body becomes you cannot take damage from the cold in any way.

Flash Freeze

  At 19th level you gain the ability to use a melee attack that will on hit encase an enemy in ice for 6 turns and deal 2 times your elemental die in cold damage. On the start of your turn they may make an STR check to free themselves and end the damage.  

Terramancer

  You use sand! With this archetype, you use sand to cast spells, do piercing damage, and are a very down to earth person. Your elemental attack is an attack roll that does piercing damage, you may attack twice with this per use. this expends some sand tough  

Foundation

  Starting at 3rd level you may crush a small rock (1~2lbs) as a bonus action to create enough sand to use 2 abilities.  

Rock and roll

  Starting at 7th level as an action you may force every creature on or in the ground to make a con save or be knocked prone and stunned until the start of your next turn. you may do this a number of times equal to your proficiency bonus before taking a long rest.   In addition, you gain a burrow speed equal to half your movement so long as the terrain you are attempting to burrow in is not man-made or magical.  

Terrakinesis

  At 15th level, you become able to control sand, dirt, and stone within a 30ft radius. As an action, you may move up to a 5ft cube of it within your range manipulating it's shaping freely. You may directly wield it as a weapon this way, as well as coat yourself in ice.   In addition, you may mold stone as if it were wet clay.  

Chełm

At 19th level you may summon a temporary golem out of stone to defend you. It lasts 1 minute and acts on your initiative following your commands. if not commanded then it will attempt to defend you, your party, and itself, in that order. It has the stats of a stone golum
SRD

Stone Golem

Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 178 ( 17d10+85 )
Speed 30ft

STR
22 +6
DEX
9 -1
CON
20 +5
INT
3 -4
WIS
11 0
CHA
1 -5

Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 10


Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.


Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 ( 3d8+6 ) bludgeoning damage.
Slow (Recharge 5—6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


 
 
 


Spellcasting

Cantrips   You know two Cantrips of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.   Spell Slots   The Elemental table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.   For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.   Spells Known of 1st Level and Higher   At 1st level, you know two 1st-level Spells of your choice from the Warlock spell list.   You learn a new Warlock spell every other time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the Warlock Spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have Spell Slots.   Spellcasting Ability   Charisma is your Spellcasting Ability for your Spells, so you use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warlock spell you cast and when Making an Attack roll with one.   Spell save DC = 8 + Proficiency Bonus + Charisma modifier Spell Attack modifier = Proficiency bonus + Charisma modifier   Spellcasting Focus   Your spellcasting focus is fire. To cast spells or use abilities you must have access to the element you have a conection to. (fire for fire, water for water). Keeping this in mind all damage that you deal is in that element.


LevelProficency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelElemental Die
1+2Spell Casting, Archetype2211st-
2+2Elemental Die2221st1d4
3+2Archetype Feature2322nd1d4
4+2Ability Score Increase3322nd1d6
5+3Elemental Attack3423rd1d6
6+3-3423rd1d8
7+3Archetype Feature3524th1d8
8+3Ability Score Increase3524th1d10
9+4-4625th1d10
10+4------4625th1d12
11+4-4635th1d12
12+4Ability Score Increase4635th2d6
13+5Elemental Heal4635th2d6
14+5-4635th2d8
15+5Archetype Feature4635th2d8
16+5Ability Score Increase4635th2d10
17+64635th2d10
18+64635th2d12
19+6Archetype Feature4635th2d12
20+6Lygomancy4635th5d6

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