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  

 
  
     

Pages Table of Contents


2 Description, Building a Elementalist, Quick Build
3-5 Elementalist Table, Class Features
6-7 Elemental Traits
7-8 Spell List
8-10 Spell Descriptions
11 Optional Rules, Dedications and Thanks

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    
No element can stand alone without the others. The world
A crackling white bolt of lightning sears into the ground and
is defined by the balance of all four elements, and no-one
a thundering blast of superheated air tosses a gang of
knows the importance of their interplay better than an
goblins to the ground. Flashing out of the space between
Elementalist. When one element predominates over the
sparks, a single ancient elf strides forth with ozone boiling
other, the wielder of that element can become dangerously
out of his eyes.
skewed. An inexperienced fire mage may find themselves
Flowing and weaving through the waves, a goliath scoops
developing an awful temper, while one that wields the
downwards through the water with powerful strokes. Fish
power of freezing ice too readily may lose joy and vigor,
of a dozen colors and ancient blooming strands of sea kelp
sinking into a cold depression.
dance all around her.
Some masters choose to embrace this imbalance, taking
Flickering flames leap and dance from a tabaxi trader’s
advantage of a certain element’s most powerful aspects and
golden claws, casting glimmering reflections on the eyes of
checking the downsides with rigorous discipline. Others
a dozen fascinated strangers as he regales them with tales
cultivate an equal dominion over all the elements, dancing
of his wares, hard won from the Elemental Plane of Fire.
from one to the next with perfect grace.
The world is composed of four elements. Earth, Air, Fire,
and Water. Their constant intermingling, coexistence, and   
conflict generates the fundamental energy of existence and
life. An Elementalist embraces this energy, bonding Elementalists are defined by their experience of the world
intimately with the very fabric of the world, twisting and around them. Looking upon a grazing horse, one might feel
shaping earth, sea, sun and sky to their will. the presence of the earth in its hard hooves and the grass it
plucks from the ground to sustain itself. Another might see
   its steaming breath, and the flash of flaming pride in its
eyes. The breeze through its mane might conjure the
Elementalists spend their time in constant meditation and
memory of freedom as it gallops across rolling hills chasing
learning, but not from scrolls or dusty tomes. The elements
the wind, or the flowing ripples of its limbs might recall the
are best understood in their rawest form, as they appear in
beating tide of life that sustains all creatures. How does
nature. An Elementalist might spend a lifetime absorbed in
your character experience the elements?
the way water tumbles over a great fall, or travel to a far-off
volcano in search of its fiery secrets. These pursuits often  
bring them to wild frontiers, where the elements are still You can make an Elementalist quickly by following these
untamed by civilization. Many become wanderers and suggestions. First, Wisdom should be your highest ability
hermits, endlessly seeking new manifestations of elemental score, followed by Constitution or Dexterity. Second,
energy in ever more remote bastions of wilderness. choose the hermit background.

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• a dagger
The Elementalist ---Spell Slots Per Spell Level---
Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th 6th
1st +2 Elemental Entwinement, Elemental Magic 2 -- -- -- -- --
2nd +2 Elemental Traits (Initiate), Swirling Elements 3 -- -- -- -- --
3rd +2 Embrace the Elements 4 -- -- -- -- --
4th +2 Ability Score Improvement 4 2 -- -- -- --
5th +3 Elemental Entwinement Improvement, Elemental Traits (Adept) 4 3 -- -- -- --
6th +3 Chaotic Entwinement 4 4 -- -- -- --
7th +3 ----- 6 4 2 -- -- --
8th +3 Ability Score Improvement 6 4 3 -- -- --
9th +4 Elemental Traits (Master) 6 4 4 -- -- --
10th +4 ----- 6 4 4 2 -- --
11th +4 Elemental Entwinement Improvement (and Range Improvement) 6 4 4 3 -- --
12th +4 Ability Score Improvement 6 4 4 4 -- --
13th +5 ----- 6 4 4 4 2 --
14th +5 Elemental Traits (Grandmaster) 6 4 4 4 2 --
15th +5 Ability Score Improvement 6 4 4 4 3 --
16th +5 ----- 6 4 4 4 4 1
17th +6 Elemental Entwinement Improvement (and Range Improvement) 6 4 4 4 4 2
18th +6 Elemental Overload 6 4 4 4 4 2
19th +6 Ability Score Improvement 6 4 4 4 4 3
20th +6 Singularity 6 4 4 4 4 4

   


As an Elementalist, you gain the following class features. At 1st level, you have learned to align your mind and body
with a particular element, bringing that element’s magic to
  the forefront of your awareness. You have four separate
Hit Dice: 1d6 per Elementalist level entwinement dice which represent the four elements: 1d6
Hit Points at 1st Level: 6 + your Constitution modifier for Fire, 1d8 for Water, 1d10 for Air, and 1d12 for Earth.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution As a bonus action, you may spend any one of those dice to
modifier per Elementalist level after 1st become entwined with the corresponding element.
Being entwined with an element is a lasting condition.
 Your entwinement with an element ends when you entwine
Armor: None with a different element. When you entwine with a new
Weapons: Quarterstaffs, Daggers, Maces, Shortswords element, you also regain one expended entwinement die of
Tools: None your choice. You may not choose to regain the die of either
Saving Throws: Charisma, Wisdom the element you are leaving or the element you are entering
Skills: Choose two from Arcana, History, Insight, entwinement with.
Investigation, Medicine, Nature, Perception, and Survival. Whenever you entwine with a new element, you may
 produce an instant magical effect related to that element:
You start with the following equipment, in addition to the
equipment granted by your background: Fire: Searing Nova: Flames surge out from you. Deal (1d6)
• (a) any simple weapon or (b) a shortsword fire damage to yourself. Neither resistance nor immunity can
• (a) a scholar’s pack or (b) an explorer’s pack reduce the damage you take. All other creatures within 10
• a dagger, a quarterstaff, and an elemental focus feet of you are dealt the same damage you dealt to yourself.

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Water: Soothing Mist: A puff of cool, soothing mist bursts Spell save DC = 8 + your proficiency bonus +
out from you, settling over each creature within 10 feet of your Wisdom modifier
you. When you use a spell to restore hit points to a creature Spell attack modifier = your proficiency bonus +
shrouded by this mist, that creature regains (1d8) bonus hit your Wisdom modifier
points and the mist around it fades away. This mist fades
from all affected creatures at the end of your next turn.  
Air: Electric Discharge: A lightning bolt flashes down, You can use an elemental focus as your spellcasting focus
striking at a single creature you can see within 60 feet of for your Elementalist spells. An elemental focus is a small
you. That creature must make a Dexterity saving throw token or artifact which helps an Elementalist deepen their
against your spell save DC, taking (1d10) lightning damage bond with elements and the physical world. A glowing coal
on a failure or avoiding the damage entirely on a success. held at the end of a staff, a pendent vial filled with ever-
Earth: Armor of Earth: Pebbles and stones rise around frozen ice, or a dark gem hewn from the heart of a forgotten
you, granting you a protective barrier. When you are hit by cave may all serve as elemental foci.
an attack while entwined with Earth you may reduce the  
damage you take by (1d12). You have one use of this You can cast an Elementalist spell as a ritual if that spell
feature and regain all uses when you entwine with Earth. has the ritual tag and you have the spell prepared.

The magnitude ( ) of each effect is increased by an additional  


corresponding entwinement die when you achieve your 5th,
As an Elementalist deepens their connection with the bare
11th, and 17th levels in this class. The radii of Searing Nova
aspects of the natural world, they may take on some of the
and Soothing Mist are increased by 5 feet and the range of
signature characteristics of the four elements. These traits
Electric Discharge is increased by 30 feet when you achieve
are reflected in an Elementalist’s personality, thoughts,
your 11th Elementalist level, and again at 17th level.
demeanor, and the magic they wield. At 2nd level, you are
  an Initiate in the ways of elemental magic. You may choose
any Initiate tier trait. At 5th level you will become an Adept,
An Elementalist is capable of wielding magic at 1st level to at 9th level you will become a Master, and at 14th level you
exert their mastery over the base components of the world. will become a Grandmaster. You can choose any trait at
Elemental magic is volatile and unique, governed by each tier, whether of a consistent theme with or differing
special rules described in this section. See chapter 10 in completely from the traits you selected previously.
the PHB for the general rules of spellcasting and page 7 of
this resource for the Elementalist spell list.  
    Also at 2nd level, your bond to the elements manifests
At 1st level, you know all the cantrips and 1st level spells visibly. When you are entwined with an element, a minor
on the Elementalist spell list. When you first gain a spell manifestation of that element springs up around your body
slot of a certain spell level, you also learn all the and follows you. For example, flames might flicker out of
Elementalist spells of that spell level. your eyes, or small crystals may wrap around your wrists
You must have a spell prepared to cast it, and you prepare like bracelets. Icy mist could swirl in your path, or a gentle
spells by entwining with elements using the Elemental breeze loft through your hair. The precise nature of this
Entwinement feature as follows: effect is up to your conscious choice and you can suppress
While you are entwined with an element, you have all this occurrence at your will.
of the spells you know from that element’s section of the
Elementalist spell list prepared to cast, and you lose
access to any others. While you are not entwined with an
element, you do not have any spells of that element
prepared.
You may maintain your concentration on a spell even if
you lose access to it by entwining with a different element.
 
Wisdom is your spellcasting ability for your Elementalist
spells, as their power derives from your awareness of and
connection with the elements and their properties. 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 an Elementalist spell you
cast and when making an attack roll with one.

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  
At 3rd level, when you entwine with an element your bond
with it bolsters your physical form. You gain certain
resistances when entwined:
Fire: Resistance to Fire damage.
Water: Resistance to Cold damage.
Air: Resistance to Lightning damage.
Earth: Resistance to Bludgeoning damage.

  


When you reach 4th level, and again at 8th, 12th, 15th, 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.

 
The moment of entwinement is an instant of shifting,
unformed potential. By 6th level you have learned to take
advantage of this moment to reshape the elements as you
desire. If you cast a spell immediately after entwining with a
new element, then you may replace the damage type of that
cast with the damage type of another spell you know, from
either the previous element or the new one.

 
Upon reaching 18th level, you have strengthened your bond
with the elements to the point that you can channel
catastrophic power. When you entwine with an element,
you may choose to overload yourself instead of losing your
previous entwinement. For the next hour your existing
entwinements are not ended by entwining with a new
element, you may activate any of Elemental Entwinement’s
magical effects as a bonus action without entwining, and
you may use Chaotic Entwinement at any time, selecting
from the damage types of any spell you have prepared.
Channeling the elements this way takes a terrible toll, and
you cannot easily close yourself to this power. You cannot
leave this state until it ends. At the end of the hour you gain
one level of exhaustion and end all your entwinements,
regaining all spent entwinement dice.


At 20th level, you are an unsurpassed grandmaster of the
elements. Channeling the four elements comes as easily to
you as breathing, and the scale of your powers can only be
described as cataclysmic. Elemental Overload no longer
exhausts you. When you are entwined with all four
elements, you may expend any number of spell slots to
trigger some monumental elemental event. Work with your
DM to determine an appropriate contextual occurrence.
The scale of this event should depend on the number of
slots expended. An Elementalist unleashing all their power
can accomplish feats like raising a river to flood, triggering
a volcanic eruption, or turning a mountain into a valley.

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   
When you reach 2nd level you may select one Initiate tier  
trait to learn. At 5th level you may select one trait of Adept Your Swirling Elements feature grows more grandiose and
tier or lower learn. At 9th level you may select on trait of impressive. You learn the Mage Hand cantrip and always
Master tier or lower to learn. At 14th level you may select have it prepared (regardless of entwinement). When you cast
one trait of Grandmaster tier or lower to learn. it, instead of creating a spectral hand you reach out with a
At the end of a long rest, you can replace any one trait you minor, delicate component of your Swirling Elements, such
have with a different one that is available to you. You as a tendril of water or a floating clump of pebbles.
cannot have traits from a certain tier unless you have at
least 1 trait from each lower tier. For example, at level 5    
you can have 1 Initiate trait and 1 Adept trait or 2 Initiate Whenever you take fire damage your blood is ignited until
traits and no Adept traits, but you may not have 2 Adept the end of your next turn. While the effect of this trait is
traits with no Initiate traits. active, whenever you are hit by a melee attack the attacker
takes fire damage equal to your Elementalist level.

    


When you restore hit points to one or more creatures using
  a spell, if any of those targets are charmed, frightened,
At the start of your turn, you may choose to end all your blinded, deafened, petrified, paralyzed, or stunned, you may
entwinements and regain all expended entwinement dice. choose of those creatures and end one of those effects on it.
After you use this feature, you can’t do so again until you You may activate this trait when attempting to heal a
finish a short or long rest. creature even if that creature already has their maximum
number of hit points.
 
Whenever one of your spells deals fire damage to two or  
more creatures at the same time you may take a reaction to When a target fails the saving throw against your Electric
activate your Searing Nova effect, as if you had entwined Discharge, if that target is stunned, restrained, paralyzed, or
with Fire (see the Elemental Entwinement feature). petrified, they take an additional 1d10 lightning damage.
At any time on your turn, if you are entwined with Air, you
  may take an action to produce an Electric Discharge.
The maximum duration of your Soothing Mist is increased
by one round. When a creature you can see would fail a  
saving throw or ability check while your Soothing Mist is Whenever one of your spells or magical effects causes a
clinging to them, you may take a reaction and expend a creature to become restrained, paralyzed, stunned, pushed,
spell slot of any level to renew their vigor. The target pulled, prone, or petrified, you also blind that creature until
creature may reroll the failed roll and you may grant them a the end of its next turn.
1d8 bonus to the new attempt. If the target creature makes
use of this effect, it must use the result of the new roll and  
your Soothing Mist fades from it whether it passes or fails.
 
  Immediately after using a bonus action to entwine with a
Your speed increases by 10 feet. When you have a flying new element, you may instantly cast a cantrip within the
speed, that flying speed is increased by a further 10 feet. same bonus action, ignoring its normal casting time. Any
When you damage a creature with a spell or magical effect, damage dealt this way is halved. Casting a cantrip this way
you don’t provoke opportunity attacks from that creature for is considered casting a bonus action spell for the purpose of
the rest of the turn. restrictions regarding bonus action spells (PHB pg.202).

   


You gain an additional use of Armor of Earth. Whenever you If you are reduced to 0 hit points by fire damage or take fire
entwine with Earth, you may touch one other willing creature damage while at 0 hit points, you become immune to death
to grant one further use of Armor of Earth to that creature. and healing until the start of your next turn, at which time
Other creatures granted uses of the Armor of Earth feature you immediately regain 8d6 hit points and become immune
by this trait do not need to be entwined with Earth to benefit to fire damage until the end of the turn. After this trait
from them and lose those uses at the end of your next turn. activates, it can’t activate again until you finish a long rest.
You cannot grant a creature uses of Armor of Earth with this
trait if it already has uses of Armor of Earth, or if it has the
 
When you restore hit points to one or more creatures using a
ability to grant itself uses of Armor of Earth.
spell, you may take a reaction to choose one of those targets

6
and have your water magic explode out from their body. The
target loses hit points equal to the number of hit points they   
regained. All other creatures within 10 feet of the target must The Elementalist spell list is divided into four sections,
pass a Dexterity saving throw against your spell-save DC or representing the four elements. If a spell is listed under one
take cold damage equal to the number of hit points that the element’s section, it is considered a spell of that element for
target lost, be pushed 10 feet directly away from the target, the purpose of Elementalist class features and traits.
and have their speed set to 0 until the start of your next turn. Spells marked with an asterisk * are new, Elementalist-
exclusive spells, described in the “Spell Descriptions”
  section on pages 8-10. This spell list also includes spells
If you cast Gaseous Form targeting only yourself, you may from the Xanathar’s Guide to Everything (xge) and Tasha’s
cast it without any components. While you are under the Cauldron of Everything (tce). These new and supplemental
effects of the Gaseous Form or Wind Walk spells, you gain spells should be considered essential inclusions.
50 feet of bonus flying speed, you are invisible, and you
become immune to bludgeoning, piercing, and slashing
damage, and the restrained and grappled conditions.  
   
You gain an additional use of Armor of Earth. Uses of Control Flames (xge 152)
Armor of Earth that you grant to yourself or other creatures Create Bonfire (xge 152)
become reactive to assault. When one such use successfully Fire Bolt
reduces the damage of a melee attack to 0, the attacker is
knocked prone.  
Burning Hands
  Hellish Rebuke

    


You learn the Conjure Elemental spell, always have it Burning Speed *
prepared, and maintain control of it without concentrating, Flaming Sphere
but for you its casting time is 1 hour, its duration is 24 hours, Pyrotechnics (xge 163)
and to successfully cast it at any spell level you must expend
two spell slots of that level or higher. If you conjure a new
 
Fireball
elemental while you control another, the previous one
Lava Font *
disappears instantly.

   


Fire Shield
When a spell you cast ends, if it had a duration longer than
Wall of Fire
instantaneous and dealt fire damage to a creature or object,
it leaves behind a 3rd level Lava Font. The lava condenses  
from the flames of the dying spell, at a target location you Immolation (xge 158)
choose on the ground within the previous spell’s area. Dawn (xge 153)
   
Creatures shrouded by your Soothing Mist gain a 1d8 bonus Investiture of Flame (xge 159)
to attack rolls and receive the benefit of any resistances you Phoenix Fire *
have due to your Embrace the Elements feature. At any time
on your turn, no matter your current entwinement, you may
expend a spell slot of any level as a bonus action to produce  
your Soothing Mist effect, as if you had entwined with Water.

   Ray of Frost
You gain a flying speed of 60 feet and the Hover property. Shape Water (xge 164)
While flying, you have advantage on Dexterity saving
throws and your movement is silent.  
Create or Destroy Water
  Cure Wounds
When you would fail a saving throw while entwined with
Earth you may take a reaction to ignore that failure and  
pass instead. You can use this feature once, and you regain Aid
the ability to do so when you entwine with Earth again. Cleansing Wave *

7
   
Water Breathing Earth Tremor (xge 155)
Water Walk Mage Armor
Upswell * Shield

   


Control Water Crater *
Watery Sphere (xge 170) Maximillian’s Earthen Grasp (xge 161)
Ice Storm
 
  Erupting Earth (xge 155)
Maelstrom (xge 160) Meld into Stone
Mass Cure Wounds
 
  Stoneskin
Otiluke’s Freezing Sphere Stone Shape
Heal Shock Wave *

 
  Wall of Stone
Sandstorm *

Gust (xge 157)  
Lightning Lure (tce 107) Bones of the Earth (xge 150)
Move Earth
 
Arc Trap *
Feather Fall

 
Gust of Wind
Ride the Lightning *  
 
Fly  
Gaseous Form 1st level Evocation (Ritual)
Wind Wall Casting Time: 1 action
Lightning Bolt Range: 5 feet
Components: V S M (two small copper tacks)
  Duration: Up to 8 hours
Freedom of Movement
Choose two points you can see within range that have only
Storm Sphere (xge 166)
unoccupied space between them. A thin electric arc leaps
  through the air, suspending itself between the two target
Far Step (xge 155) points. While it persists, it gives off a subtly audible crackle
Control Winds (xge 152) and sheds dim light across a 5-foot radius around itself. If
an object or creature contacts the arc, they must make a
  Constitution saving throw. They suffer 2d10 lightning
Wind Walk damage and become stunned until the end of their next
Chain Lightning turn if they fail or take half the damage and are not stunned
if they pass. Pass or fail, the arc then snaps out of existence
with a loud thunderclap audible from as far away as 300
  feet. If the duration expires before the trap is triggered, it
fizzles away silently, leaving no trace. If you cast this spell

again while an arc trap you cast previously persists, the
Magic Stone (xge 160)
previous trap fizzles away instantly.
Mold Earth (xge 162)
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage is increased by 1d10
for each slot level above 1st.

8
  feet of you must then make a Strength saving throw.
2nd level Evocation Creatures that fail the saving throw take 2d12 bludgeoning
Casting Time: 1 action damage and are pushed 10 feet directly away from you.
Range: Self (30-foot range, 10-foot radius sphere) Creatures that pass take only half the damage and are not
Components: V S M (a charred boot sole) pushed. The ground within 5 feet of you becomes difficult
Duration: Instantaneous terrain which lasts until cleared. Each 5-foot-square portion
Manifest searing jets of flame which push you up to 30 feet of the area requires at least 1 minute to clear by hand.
in any direction you choose, even vertically. This movement At Higher Levels. When you cast this spell using a spell
doesn’t trigger opportunity attacks. If this movement pushes slot of 3rd level or higher, for each slot level above 2nd, the
you through space occupied by another creature, they must damage is increased by 1d12 and the maximum height of
make a Dexterity saving throw or suffer 2d6 fire damage. If the arc is increased by 30 feet.
there is insufficient unoccupied space for you at the end of   
the movement, you stop early in the furthest unoccupied
2nd level Conjuration
space along the line. At the end of your movement the
Casting Time: 1 reaction
propelling flames flare out and explode. All creatures in a
Range: Self
10-foot radius spherical area around you besides yourself
Components: None
must make a Dexterity saving throw, suffering 2d6 fire
Duration: Instantaneous
damage on a failure or half as much if they pass.
When you deal lightning damage to one or more creatures
At Higher Levels. When you cast this spell using a spell
or objects using a spell or magical effect, you may take a
slot of 3rd level or higher, for each slot level above 2nd, the
reaction to cast this spell. Teleport to an unoccupied
damage of the movement and the final explosion are both
location within 5 feet of one of those creatures or objects,
increased by 1d6 and the movement range is increased by
and this spell deals 2d10 lightning damage to that target. If
10 feet.
you can see any of the area around your target you may
  choose a destination inside that area, but if you cannot then
2nd level Conjuration the destination is determined randomly from the available
Casting Time: 1 action area. If no such location is available, then you fail to teleport
Range: Self (10-foot radius sphere) and you take this spell’s lightning damage.
Components: V S M (a drop of water) At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 3rd level or higher, the damage is increased by 1d10
A wave of refreshing water splashes out from you, healing for each slot level above 2nd.
wounds and washing away filth. All creatures in a 10-foot  
radius sphere centered on yourself regain hit points equal
3rd level Conjuration (Ritual)
to 1d8 + your spellcasting modifier. If any creatures in the
Casting Time: 1 action
area are poisoned or diseased, this spell cures one of those
Range: 120 feet
ailments on each of those creatures (their choice). This
Components: V S M (a round piece of obsidian)
spell does not restore hit points to undead or constructs.
Duration: 1 minute
At Higher Levels. When you cast this spell using a spell slot
Call forth the roiling heat of the earth to create a magical
of 3rd level or higher, for each slot level above 2nd, the radius
gout of lava. Choose a point on the ground within range,
is increased by 5 feet and it cures an additional ailment on
and lava surges up to the surface. A volume of lava
each affected creature.
sufficient to occupy the base of a five-foot cube to one-foot
 depth flows out as a thick liquid, remaining in a single
2nd level Transmutation location if the ground is flat or flowing in a cohesive globule
Casting Time: 1 action at a rate of up to 5 feet per round on a slope. A creature that
Range: Self (5-foot radius) walks across the lava takes 6d6 fire damage for every five
Components: V S M (an iron ball) feet of lava it crosses, and if a creature ends its turn on the
Duration: Instantaneous lava it takes 12d6 fire damage. Lava is unimaginably hot
An earthen blast launches you into the air along an arcing and heavy. This volume of molten rock weighs 5000
trajectory, which you may make up to 30 feet high and 15 pounds. It ignites flammable objects and structures near it
feet long horizontally. This movement doesn’t trigger and will slowly melt stone and metal it remains in contact
opportunity attacks. If you are not standing on a solid with. This lava magically cools into a smooth, glassy black
surface when you cast this spell, you forgo the movement stone when this spell ends.
portion of this spell. The next time you touch the ground At Higher Levels. When you cast this spell using a spell
this turn, if you fell at least 10 feet immediately prior, you slot of 4th level or higher, for each slot level above 3rd,
land with cratering force. You don’t take fall damage from another identical volume of lava is created in an adjacent
this impact, and all other creatures on the ground within 5 location you choose.

9
 
3rd level Conjuration 5th level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet (15-foot radius hemisphere) Range: Self (30-foot radius, 30-foot height cylinder)
Components: V S M (a bucket of water drawn from a well) Components: V S M (a fistful of fine sand)
Duration: Instantaneous Duration: Concentration, up to 10 minutes.
Call on a massive upswelling of enchanted water to surge Fine sand swirls out from you, churning through the air
up from a point you choose on the ground within range. throughout a cylindrical area of 30-foot radius and 80-foot
The water mounds up into a 15-foot high, 15-foot radius height. The origin of the storm is your location, and if you
hemi-spherical dome. Creatures in the area are rejuvenated are elevated in the air for any reason the storm also extends
by the rising water, regaining hit points equal to 2d8 + your downwards from you towards the ground, for a distance up
spellcasting modifier. The mass of water then collapses to its maximum height. The storm spreads around corners.
downwards, washing outwards along the ground to The area is heavily obscured, and creatures within have
extinguish unprotected flames and carry away loose disadvantage on perception checks made using hearing or
objects. Creatures in the area must pass a Strength saving smell. Unprotected air-breathing creatures within the area
throw or be knocked prone and pushed 15 feet directly must hold their breath or begin to suffocate. A creature
away from the origin. A creature may freely choose to fail attempting to fly in the area must spend five feet of
this saving throw, opting to let themselves be carried by the movement for each foot it moves. When a creature ends its
water and pushed twice as far. If the movement of a turn in the area it takes 3d4 slashing and 3d4 piercing
creature pushed by this spell is interrupted by a hard damage. The swirling area of the storm does not include a
surface or obstacle, that creature takes 2d8 bludgeoning central eye, which is a 10-foot radius cylinder of the same
damage from the collision. This spell does not restore hit height as the storm, also centered on you. The eye of the
points to undead or constructs. storm is perfectly calm, and not subject to any of the effects
At Higher Levels. When you cast this spell using a spell of this spell. Both the storm and the eye move with you.
slot of 4th level or higher, the healing is increased by 1d8 for At Higher Levels. When you cast this spell using a spell
each slot level above 3rd. slot of 6th level or higher, the exterior radius and height
increase by 20 feet for each slot level above 5th.
 
4th level Transmutation  
Casting Time: 1 action 6th level Transmutation
Range: Self (10-foot width, 120-foot line) Casting Time: 1 action
Components: V S M (three sharp and angular stones) Range: Self (15-foot radius, 600-foot height cylinder)
Duration: Instantaneous Components: V S M (a singed piece of down)
Tear the ground in a line in front of yourself into jagged Duration: Instantaneous
peaks that clasp at foes. Send a powerful shock wave out Ignite yourself, turning your body to flame. Deal 20d6 fire
from yourself, which is 10 feet wide and travels rapidly damage to yourself as you fuel a searing geyser of flame.
along the ground for 120 feet. The ground traversed by the Neither resistance nor immunity can reduce the damage
wave buckles and tears apart, becoming difficult terrain you take. The torrent of flame fills a 15-foot radius, 600-
which lasts until cleared. Each 5-foot-square portion of the foot-height cylinder rising from your body, flaring upwards
area requires at least 1 minute to clear by hand. Creatures into the sky. All other creatures in the area must make a
in the area when this spell is cast must make a Dexterity Dexterity saving throw. Creatures that fail take the same
saving throw. Those that fail are struck by the shock wave, damage you dealt to yourself. Creatures that pass are
knocked prone, restrained, and take 2d12 bludgeoning pushed 15 feet directly away from you. If they end this
damage. Creatures that pass take half the damage and are movement outside the area of the flames, they take only
neither knocked prone nor restrained. A restrained target half the damage. If they end this movement within the area
can use its action to make a Strength check against your of the flame, they take the full damage. The pillar of flame
spell save DC. On a success, the target shatters the stones ignites objects and burns clean through flammable
pinning it down and is no longer restrained. obstacles, such as wooden structures or shingle roofs. If the
At Higher Levels. When you cast this spell using a spell damage of this spell reduces you to 0 hit points your
slot of 5th level or higher, for each slot level above 4th, the unconscious body remains wreathed in fire and you regain
damage increases by 1d12 and the width of the wave 1 hit point at the start of your next turn, unless you die
increases by 5 feet. before that can occur.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 2d6 for
each slot level above 6th.

10
   
These rules are optional additions or tweaks. Choose these Demands careful planning and strategy, and heavily
carefully, in consultation with your DM, to best suit the reduces the power level of the Elementalist. You can’t
nature of your table and game. entwine if you entwined during your last turn.

  


The Elementalist offers four different trait choices rather Severely reduces the power level of the Elementalist. Best
than a single traditional subclass choice. If you prefer a suited to very low-power campaigns. When you first gain a
more rigid structure, organize the traits into subclass lines spell slot of a certain spell level, you choose only one spell
by the order in which they appear. For example, if a player of each element at that level from the Elementalist spell list
chooses the second Initiate trait Burning Fire at level 2, at to learn, instead of learning all available spells at that level.
level 5 they would receive the second Adept trait Fire in the
Blood, at level 9 they would receive the second Master trait 
Phoenix Renewal, and at level 14 they would receive the Offers great potential for flexibility and creativity but may
second Grandmaster trait Persisting Flames. also enable repetitive use of the same elements. When you
entwine with a new element, you don’t lose entwinement
  with the previous element until the end of that turn. This
The precise composition of the Elementalist spell list is optional rule is recommended as an alternative to the
essential to the proper balance and enjoyability of the class. Elemental Arcana trait, and the two should be presented as
If a certain spell is not available for any reason, we suggest mutually exclusive character options.
searching for a replacement by seeking to match the cast
time, duration, and damage as closely as possible. Damage, 
damage type, and effects or conditions applied can be more Encourages players to be immersed in and appreciate the
easily altered or re-flavored to suit the desired element and world around them. When you cast a spell from within a
spell level. For example, if you do not own Tasha’s matching natural environment, such as casting an air spell
Cauldron of Everything or your DM does not permit that on a high cliff during a thunderstorm, that spell is cast as if
sourcebook to be used at their table, you may replace you had spent a spell slot of one level higher than the level
Lightning Lure with Shocking Grasp. of the slot you actually expended.

  


It is not recommended to permit multiclassing with the Emphasizes the wild and unrestrained nature of the
Elementalist. If you choose to do so, or to play such a elements. The range and radii of effects produced by your
character, these additional rules apply to the Elementalist. Elemental Entwinement feature are doubled, but you
cannot choose not to produce them when you entwine.
Multiclassing Prerequisites: To qualify for a level in this
class, you must have a Wisdom score of 13 or higher.

Multiclassing Proficiencies: When you gain your first level


in this class, if it wasn’t your initial class, you don’t gain any Pages Table of Contents
of its starting proficiencies. 2 Description, Building an Elementalist, Quick Build
3-5 Elementalist Table, Class Features
Spellcasting: Elemental magic is primal and unique.
6-7 Elemental Traits
Elementalist levels are not considered when determining
7-8 Spell List
how many spell slots a character otherwise has. A
8-10 Spell Descriptions
character has Elementalist-specific spell slots determined
11 Optional Rules, Dedications and Thanks
according to its Elementalist level, and knows and prepares
spells as an Elementalist independently of any other
method by which it could know or prepare spells. If a
character knows or prepares a spell only due to having   
Written by dmforeva 3/5/2020. Dedicated to Syliara, the best roaming
Elementalist levels and the Elemental Magic feature, those
duelist of an ele any player could ask to play. Much credit for inspiration to
spells cannot be considered for any other purpose other the Guild Wars 2 Elementalist profession, owned by ArenaNet. Concept art
than to be cast using Elementalist spell slots. Elementalist owned by ArenaNet and NCSoft. Fonts are by /u/Solbera, of which
spell slots and features which refer to spells cannot be used /u/Barkalot modified Bookinsanity. Great thanks to zeek0 for the formatting
template, heavily modified by him from a document by Akshat Bhatnagar.
for any purpose other than as pertains to spells prepared by Thanks to Wizards of the Coast for their player content policy and for the
the Elemental Magic feature. DND 5th edition system. (v6.0, 02/19/2021)

11

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