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Vision Holder Elemental Archon

Drawing her bowstring back, a young half-elf lets the Elemental Archons is a term coined by Vision Holders,
flames collect on the tip of the arrow as she aims for her used to refer to beings defined by their powerful
quarry. connection to an element - such creatures including
Blades locked in combat, a swordsman and a woman Chromatic and Metalic dragons, powerful elementals,
with a maul are surrounded by crackling electricity and woodland spirits, and even the spirits of powerful mortals
sheer cold mist. long passed, such as archdruids and legendary genasi
Surrounded by a wall of unnaturally-glowing yellow warriors. At first used more poetically, the name became
widely recognised when Warlocks became more widely-
stones and wet to the bones, a tabaxi and a dwarf
heatedly discuss something while pointing towards the known and the word "Patron" became the scholarly way of
referring to their source of magic. While some considered
books in their hands.
Archons to be one and the same in concept with a
As far as warriors are concerned, the elements have
Warlock's Patrons, this is untrue - a Patron requires service
always been helpful in their pursuits. Many such great
for the granted power, giving away more as their servants
warriors become synonimous with their preferred
serve them. Archons, on the other hand, bestow a gift to
element, to the point where they can choose people to
those they deem worthy - Visions, crystallized elemental
bless with their power.
energy through which a vision Holder is connected to the
same well of power as the Archon who gave them their
Warriors of Legend power. Often times Archons are benevolent in nature,
Ever since mortals have learned how to manipulate the granting their power to those they see at rock bottom - so
elements, they have used them in combat - enhancing long as the prospective Vision Holder hadn't given up.
their weapons, creating magic items, or casting spells. And Even if they had started digging deeper instead of trying to
for as long as something has been used has a weapon, climb out.
there have been those that have perfected its use in
various ways. That's the essence of a Vision Holder, Creating a Vision Holder
someone so proficient in wielding an element it has
When creating a Vision Holder, think about your
become a part of them. Many have held such a title, and
personality - what led to you being recognised? What do
many more will. But specific elements always seem to be
you do with your gift? Do you use it for your own gain or to
chosen by people with similar personality traits - and they
the benefit of others? Did an archon reveal themselves in
choose only those worthy in their own eyes.
front of you, or did you simply receive a token of their
approval? How did receiving your powers affect your life?
The Fateful Day
As a Vision Holder, there's a reason you were chosen - in a
critical moment, when everyone else would curse how
they were powerless in front of fate, you instead strode
forward. The way you went about spiting fate, the reason
for it, and the lessons you learned from the experience are
what caught the eye of an elemental archon, who chose to
bless you with their approval, and thus with the ability to
overcome your crisis. All they want is return is that you
stay true to yourself.

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Vision Holder

Proficiency Cantrips Spells Level Level level level


Level Bonus Features Known Known 1 2 3 4 Bursts
Elemental Power, Elemental
1st +2 - - - - - - -
Mixture
2nd +2 Battle Strategy - - - - - - -
3rd +2 Preffered Style 2 3 2 - - - 2
4th +2 Ability Score Improvement 2 4 3 - - - 2
5th +3 Extra Attack 2 4 3 - - - 2
6th +3 Preffered Style feature 2 4 3 - - - 2
7th +3 Going Down 2 5 4 2 - - 2
8th +3 Ability Score Improvement 2 6 4 2 - - 2
9th +4 Elemental Retention 2 6 4 2 - - 3
10th +4 Preffered Style feature 3 7 4 3 - - 3
11th +4 - 3 8 4 3 - - 4
12th +4 Ability Score Improvement 3 8 4 3 - - 4
13th +5 - 3 9 4 3 2 - 5
14th +5 Preffered Style feature 3 10 4 3 2 - 5
15th +5 Adaptability 3 10 4 3 2 - 5
16th +5 Ability Score Improvement 3 11 4 3 3 - 5
17th +6 - 3 11 4 3 3 - 6
18th +6 - 3 11 4 3 3 - 6
19th +6 Ability Score Improvement 3 12 4 3 3 1 6
20th +6 Archon of Your Element 3 13 4 3 3 1 6

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At level 1, you have learned to exploit the reaction
Class Features between elements. Whenever you deal damage to a
creature with a feature that uses your Vision Type
As a Vision Holder, you gain the following class features:
element, you mark the creature with latent elemental
energy that lasts for a number of rounds equal to your
Hit Points
Constitution modifier + 1 (minimum of 1). If you are
Hit Dice: 1d10 per Vision Holder level
damaged by an attack that is elemental in nature, such as
Hit Points at 1st Level: 10 + your Constitution modifier
the Frostbite cantrip or a dragon's breath attack, you are
Hit Points at Higher Levels: 1d10 (6) + your
infused with the latent element instead, again for a
Constitution modifier per Vision Holder level after 1st.
number of rounds equal to your Constitution modifier + 1
Proficiencies (minimum of 1). If a creature infused with an element is
Armor: All Armor, Shields damaged by a different type of elemental damage, it
Weapons: Simple Weapons, Martial Weapons triggers an elemental reaction. Check the end of the class
Tools: Choose one between (a) Cook's Utensils, (b) description to see how elements react with each other.
Alchemist Supplies, or (c) Smith's Tools
Saving Throws: Strength & Constitution
Elemental Power
Skills: Choose 2 from Acrobatics, Athletics, Medicine, When you were chosen by an Elemental Warrior, you were
Perception, Animal Handling, Sleight of Hand and granted a Vision - a crystal of elemental power that allows
Stealth. you to manipulate the element associated with your
Vision. Choose one of the seven elements below:
Equipment
You start with the following equipment, in addition to the Vision & Decree
equipment granted by your background:
Damage
Element Type Decree
(a) Any weapon & a shield or (b) any two weapons
20 darts, (b) shortbow and 20 arrows, or (c) 4 javelins "My ideals have no stains. People
(a) Leather Armor or (b) Chain Shirt here bear no sins in the eyes of the
gods... Only laws and the Tribunal
(a) Burglar's Pack or (b) Explorer's Pack Hydro Acid
can judge someone. They can judge
one set of tools you are proficient in even me. So praise my
magnificence and purity."
Alternatively, you may start with 5d4 × 10 gp to buy your
own equipment. "This body is the noblest and most
eminent of all in this world. It
should hold absolute control over
Electro Lightning
this world, for it represents the
Multiclassing into Vision Holder purest dream: the never-changing
In order to Multiclass into or out of a Vision 'eternity.'"
Holder, you must have at least 13 "A pilgrimage for a wish; a battle to
Constitution. earn a name... Burnt to cinders for
Proficiencies: If you multiclass into this Pyro Fire a dream. If the intention yet
class, you gain only some proficiencies. remains, achieved thine truth you
Armor: Light Armor, Medium Armor, have."
Shields; "Sorry... to also have you shoulder
Weapons: Simple Weapons, Martial the grievances of the world. Since
Weapons; you could endure my bitter cold,
Cryo Cold
Skills: Choose one from the list of you must have the desire to burn?
Then, burn away the old world for
proficiencies for this class.
me."
"The currencies that flow through
this land are my flesh and blood.
Elemental Mixture For thus did I become the
Geo Bludgeoning guarantor of the people's hard
work, wisdom, and future. This is
the trust I have placed in them.
Betray it, and you taint my blood."
"The oasis of knowledge is a mirage
in the desert of ignorance. But the
Dendro Poison true oasis exists, and once found,
grows to be a new world. Take care
not to drown in its waters of life."
"Still, the winds change direction.
Someday, they will blow towards a
Anemo Thunder brighter future... Take my blessings
and live leisurely from this day
onward."

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You gain the following features: Electro, the Vision of Lightning, belongs to those of
resolute will and determined action. Like how lightning
You can infuse a weapon attack with Elemental energy. strikes swiftly and with full power, an Electro Vision Holder
If the attack hits, you deal your Vision's associated is straightforawd and uncompromising with their goal.
elemental damage instead of the weapon's normal Unlike a Hydro Holder, however, Electro Holders share a
damage type, and it counts as magical for the purposes common dream - eternity. All their actions are aimed at
of overcoming resistances. You choose to use this cementing their exploits in the history books, at bringing
feature before you make the attack, and if the attack about permanent change in systems, or protecting the old
misses, the use is wasted. You can use this feature a traditions that have endured for generations or longer.
number of times equal to your Constitution Modifier That often makes them a rigid and stubborn opponent to
(minimum of 1), and gain all expended uses on a Short face, powerful not for the damage they can cause, but for
Rest. how enduring they are in their beliefs. Tirelessly working
You can use your bonus action to infuse yourself with
towards their goals, an Electro Holder spares no expence,
your Vision's element or end any elemental infusion and that often includes themselves. Experienced Holders
you previously had affecting you. of this element know to rest their body, let the energy
recharge so they may point it towards their next goal,
Vision Types and Decrees though even the oldest among them will often overexert
themselves sooner or later for the sake of their "eternity".
A vision type refers to the elemental origin of a Vision
Crystal, and the Decree is similar to the Tenets of a
Paladin's Oath - but unlike a Paladin's Oath, Decrees are
Pyro
Pyro, the Vision of Fire, chooses those that burn.
purely poetic in nature. They are a flowery way of
Passionate souls motivated by emotions and whims, even
describing the general type of personality a Vision Holder
when life rains on their flames and leave them smoldering.
expresses, and the manifestation of the willpower they
A Pyro Holder always dreams big, chasing after said
impressed an Archon with. Many Vision Holders who
dreams with zeal. Like the fire they wield, they light up
become familiar with the history of the Holders before
their surroundings, warm the people around them, protect
them either adopt a different Decree that suits them more
from darkness that brings fear, and often consume all they
specifically, or compose their own to pass down with their
reach, in one way or another. The fuel is very rarely
legends. Still, individual as they may be... none can deny
something truly physical - even with love for a person or
there are patterns among the elements and those wielding
concept it's still the feeling itself, not the object that fans
them.
the flames. Pyro Holders should still take care however -
Hydro Fire consumes everything in it's path, and they are not
immune... most of the time, anyways.
Hydro, the Vision of Water, is wielded by those that are
unshakeable in their convictions. Like water, they let
nothing stop them in their path forever, their belief only
Cryo
Cryo, the Vision of Ice, comes to those that have endured
pooling in greater amounts the more resistance they
it. Not in a physical sense - despair is colder than any
meet. Like the water they draw power from, they often
winter, and overcoming it tests nothing short of one's will
flow with purpose and power, carving all in their path with
to live. Those that wield a Cryo Vision are often scarred,
everything from blade, to wit, to kindness. Hydro Holders
traumatized by events in their past that at least partially
see themselves as a model of purity, holding themselves
molded their present. This has made them self-sufficient
to a standard meant to be upheld to perfection. At worst,
and independant, capable of clearing most obstacles only
they hold those around them to the same standard, or see
with the power of their own will. But this lone wolf
them as lesser for not meeting it. Like a clean mountain
mentality is a
double-edged blade - Cryo Holders are
stream, they may be beatiful and healing. Like the deep,
prone to keeping others at an arm's length, either
cold oceans, they may harbor monsters and power
emotionally or physically, of their own will or due to
beyond comprehension. Prideful and confident, those that
circumstances out of their control. Perhaps it's due to this
move with a Hydro Holder benefit from their ability to
tendency towards isolation that Cryo Visions display an
move forward, and those that oppose them eventually get
interesting, if possibly paradoxical, phenomenom - to its
swept up in the current. The only ways to prevent being
holder's touch, the Vision emits a comforting warmth, for
swept aside is to yield and cut your losses, or to
Cryo Archons that give a Vision most often do so in an
completely destroy the Hydro Holder so that nothing
effort to comfort those they choose.
remains - a task often impossible to achieve without divine
intervention.

Electro

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Geo Fighting Style
Geo, the Vision of Earth, is earned by those that get struck
by a lemon and immediately start planning a lemonade At 2nd level, you've started building your battle style.
stand. Cunning, wisdom and a willingness to work hard to Choose a fighting style from the following list. You can't
reap a reward is what defines a Geo Holder. Like a take a fighting style more than once:
mountain, Geo Visions take time and dedication to be Archery:
You gain a +2 bonus to attack rolls you make
earned, and a Geo Archon requires that their prospective with ranged weapons.
holders fulfill a contract or test first in order to gauge their Close-Quarters Shooter:
When making a ranged
qualities. In this sense, Geo Archons are often the most attack while you are within 5 feet of a hostile creature, you
likely to appear to their Holders directly. Often times, a do not have disadvantage on the attack roll. Your ranged
Geo Holder excels in a field and dedicates their efforts to attacks ignore half cover and three-quarters cover against
it, looking five moves ahead in everything they do. Honesty targets within 30 feet of you. You have a +1 bonus to
in conduct is a must for them, as the land is the glue that attack rolls on ranged attacks.
connects everything - even the deepest oceans have a Defense:
While you are wearing armor, you gain a +1
bottom made of sand and rock. Should that ground be bonus to AC.
unreliable, everything stands to crumble. Dueling:
When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to
Dendro damage rolls with that weapon.
Dendro, the Vision of Plantlife. Sometimes known as the Great Weapon Counter:
While wielding a weapon with
Vision of Nature, those in possession of it are often of the Heavy property, you gain a +2 bonus to your weapon
scholarly backgrounds. Voraciously curious and eager to damage rolls against any creature that damaged you since
learn, Dendro Holders aim to improve their knowledge of the end of your last turn.
the world or a specific subject. While such goals can often
Interception:
When a creature you can see hits a
align themselves with other Vision, one key difference that
target, other than you, within 5 feet of you with an attack,
makes a Dendro Holder is how far their pursuit of you can use your reaction to reduce the damage the target
knowledge can go - and just how far they're willing to go.
takes by 1d10 + your proficiency bonus (to a minimum of 0
As Dendro Archons are powerful plant spirits - ancient damage). You must be wielding a shield or a simple or
treants, archdruids, and even sentient forests - they are
martial weapon to use this reaction.
rarely conscerned with societal morals, instead respecting
Simplicity:
You gain a +1 bonus to attack and damage
their chosen holders' thirst for knowledge. And being
rolls with simple weapons. When you roll maximum
dedicated to the great cycle of life and it's many secrets
damage on a simple weapon's damage die you can roll the
means that questions of death often arise and become
die again and add the result to the damage.
another object of study.
Superior Technique:
You learn one maneuver of your
choice from among those available to the Battle Master
Anemo
archetype. If a maneuver you use requires your target to
Anemo, the Vision of Air. Those carrying the wings of
make a saving throw to resist the maneuver’s effects, the
Anemo are those who work the hardest for the people
saving throw DC equals 8 + your proficiency bonus + your
they care about, chaining themselves to duty others would
Strength or Dexterity modifier (your choice).
You gain one
consider too heavy for anyone. Anemo Archons see this,
superiority die, which is a d6 (this die is added to any
and in an effort to alleviate the weight on their chosen's
superiority dice you have from another source). This die is
shoulders, they gift them the winds themselves. An Anemo
used to fuel your maneuvers. A superiority die is
Holder doesn't necessarily yearn for freedom, seeing their
expended when you use it. You regain your expended
chosen chains as something that someone must do either
superiority dice when you finish a short or long rest.
way - a neverending mission without an end goal in sight,
much like the journeys of a wanderer who follows the
wind. But again like the winds, Anemo wielders are never
Preferred Style
alone - their missions often fueled by love for those
At the 3rd level, you have become familiar enough with
around them, and in turn strengthening the bonds they your preference in weaponry that you have made it into a
make.
distinguishing feature. Choose between Duelist, Heavy
Weapons, Bowmaster, Spellslinger, and Shafted Weapons.
Vision Your choice grants you features at 3rd level, and again at
the 6th, 10th and 14th levels.
A Vision is a crystal used to manipulate a specific element.
It is indestructible and bound to the Vision Holder that
receives it, only being usable by them but not physically
Elemental Bursts
bound to them. Once a Vision Holder dies, their Vision Also at third level, you have gotten used to manipulating
becomes grey in color and is inert. Sometimes an inert
the element you've been granted in new ways. Choose 2
Vision may reawaken when it is found by a person who Elemental Bursts from the list detailed at the end of this
exhibits the same or very similar ambitions to the original
class document.
Holder, binding to the new person.

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Ability Score Improvement Archon of Your Element
When you reach 4th level, and again at 8th, 12th, 16th, and At 20th level, you've achieved the pinnacle of this mix of
19th level, you can increase one ability score of your elemental and martial mastery. You can use your bonus
choice by 2, or you can increase two ability scores of your action on your turn to regain all expended Vision Holder
choice by 1. As normal, you can’t increase an ability score features that are regained on a short rest. Once you use
above 20 using this feature. Alternatively, you can choose this feature once, you must spend a long rest before you
a feat (see Chapter 6 for a list of feats). can use it again.

Extra Attack
At 5th level, you can attack twice instead of once when you
take the Attack action on your turn.
Going Down
At 7th level, you let gravity do some damage for you. When
you start falling from more than 10 feet height, you can
use your reaction to slam your weapon and body down
towards the ground. You take half damage from the fall,
and all creatures in a 5-foot-radius around you when you
land must make a Dexterity Saving throw or take the other
half of the fall damage.

Elemental Retention
At 9th level, you've started pushing the limits of your
magic capabilities by utilizing your Vision. When infusing
your weapon with Elemental energy, you no longer expend
a use of this feature if you miss with the attack.

Elemental Burst (Level 11)


At 11th level, you gain a new Elemental Burst. You can also
exchange one of the Elemental Bursts you already knew
with a knew one for which you meet the prerequisites.

Elemental Burst (Level 13)


At 13th level, you gain a new Elemental Burst. You can also
exchange one of the Elemental Bursts you already knew
with a knew one for which you meet the prerequisites.

Adaptability
At 15th level, you don't let an elemental attack catch you
off-guard twice. While infused with an Element, you gain
resistance to attacks that deal damage of the same
elemental type. Additionally, when you or an ally triggers
an Elemental Reaction on a creature, you gain advantage
on your attack rolls against that creature until the start of
its next turn.

Elemental Burst (Level 17)


At 17th level, you gain a new Elemental Burst. You can also
exchange one of the Elemental Bursts you already knew
with a knew one for which you meet the prerequisites.

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Duelist Deadly Dance
Duelists favor using one-handed weapons - most popular Starting at 14th level, elemental enhancement has become
being the longsword, rapier and shortsword, but maces second nature to your bladework. When you use your
and handaxes also being commonplace. Priding Swift Double feature, you can choose to empower the
themselves on grace and speedy strikes, the Duelist is feature. You ignore the movement speed penalty, and
quick on their feet and quicker on their actions, best suited your attacks during this turn deal your Vision Element type
for single combat and locking down a target. damage instead of the normal damage for your weapon.
Additionally, if at least one attack you make while under
One-handed Specialist this effect successfully hits an enemy, you heal for a
number of hit points equal to your Constitution modifier ×
When you choose this Preferred Style at 3rd level, you gain the number of attacks that successfully hit. If you're not
the ability to bond with a single weapon among the missing any hit points when using this feature in this way,
following: longsword, shortsword, rapier, scimitar, or you if you gain more healing than you have missing hit
handaxe, club, mace, or warpick. You can bond to a new points, you gain the excess healing as temporary hit points
weapon from this list over a short rest. While bonded to a instead.
weapon, you can summon it to your free hand as a bonus Once you use this feature in this way, you must
action if it's on the same plane of existence as you, and complete a short rest before you can use it again.
can shunt it to a pocket dimension as a bonus action.

Swift Double
Also at 3rd level, when you take the attack action on your
turn to attack with your bonded weapon, you can choose
to lower your movement speed by 10 feet for the rest of
your turn. Doing this allows you to make an additional
attack with your bonded weapon at disadvantage as a
bonus action. This attack counts as part of the attack
action for features that affect attacks made as part of the
Attack action. You can only use this feature if you have at
least 10 feet of movement remaining on your turn.

Seizing the Initiative


Starting at 6th level, you've sharpened your understanding
of the flow of a fight. You have a bonus to your initiative
rolls equal to your proficiency bonus. Additionally, when
you hit a creature that hasn't taken its turn yet for the first
time, you deal extra damage of your Vision Element type
equal to your Constitution modifier.

Forceful Grace
Starting at 10th level, you've improved on the technique of
striking swiftly. When you use the Swift Double feature on
your turn, you can force creatures attacked by you during
the turn to make a Wisdom Saving Throw against your
Elemental Burst DC. On a fail, they have disadvantage on
attacking creatures other than yourself until the start of
your next turn.

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Heavy Weapons Fell-Handed
Greatswords, mauls, greataxes, Warhammers - hefty At 6th level, after using an Elemental Burst, your next
momentum-based weapons are your bread and butter. attack with your bonded weapon also causes a wave of
They don't need to be the fastest if you can hit hard, and elemental energy to explode from your strike. Instead of
the power you put behind every strike is not be making an attack, you use your Attack action to cause
underestimated. every creature in a 15-foot-cone originating from you to
make a Dexterity saving throw, taking two rolls of your
Look Ma, Two Hands weapon's damage die as your Vision Elemental type on a
failed save and half damage on a fail. This doesn't benefit
When you choose this Preferred Style at 3rd level, you gain from the effects of the Path Clearing stance if you are
the ability to bond with a single weapon among the under the effects of it when using this feature.
following: greatsword, greataxe, maul, battleaxe,
greatclub, morningstar, or warhammer. You can bond to a Sturdy Footing
new weapon from this list over a short rest. While bonded
to a weapon, you can summon it to your free hand as a At 10th level, the power you exhibit in wielding your
bonus action if it's on the same plane of existence as you, weapon has extended to other aspects of your physicality.
and can shunt it to a pocket dimension as a bonus action. You gain proficiency in the Athletics skills and add double
your proficiency modifier to your Strength (Athletics)
Path Clearing checks, and you have advatage on Strength saves made to
resist being forcefully moved.
Also at 3rd level, you've learned how to conserve the
momentum of an attack to maximize it on impact. At the Elemental Charge
start of your turn, you can use your bonus action to take a
stance with your bonded weapon that lasts for 1 minute. At 14th level, your concentration technique used to
Until the end of the minute, or until you end the stance as conserve momentum is now enhanced by your elemental
a free action at the start of any of your turns after the first, prowess. While under the effects of the Path Clearing
you gain the following effects: stance, your attacks do your Vision Element damage type
instead of their normal damage. Additionally, the first
Your speed is halved; attack you make after the stance ends deals an additional
Your weapon attacks with your bonded weapon made weapon die of damage.
with two hands are improved - if you roll below half the
dices maximum number on any of the damage dice,
you treat the roll as if it landed on half the max number
for the damage die (consult the table below);
At the end of the effect, your speed for that turn
becomes 0, and you deal maximum damage with the
first attack you make that hits until the end of your
current turn.

Additionally, your attacks with your bonded weapon and


Elemental Bursts deal double damage to structures and
constructs.

Average Damage
Damage die Half damage
d8 4
d10 5
d12 6
d6 3

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Bowmaster One Arrow to Rule Them All
When a long-ranged attack needs to be made, At 14th level, you've successfully mastered a way to get
Bowmasters shine as the people you need. Specialized in around the concentration needed to make a charge shot.
both close- and long-range marksmanship with bows and When you use your Charged Shot feature, you can choose
crossbows, Bowmasters have been known to rain almost to expend two pieces of ammunition instead of one. On a
as much elemental chaos as Spellslingers. successful hit you roll the weapon's damage twice.

High-Strung
When you choose this Preferred Style at 3rd level, you gain
the ability to bond with a single weapon among the
following: shortbow, longbow, light crossbow, heavy
crossbow, or hand crossbow. You can bond to a new
weapon from this list over a short rest. While bonded to a
weapon, you can summon it to your free hand as a bonus
action and can shunt it to a pocket dimension as a bonus
action.

Firearms
If your DM uses firearms, you can choose a
single firearm with which you are proficient to
use as your bonded weapon. You can then
use all the features of this subclass in the
same way as you would with the weapons
listed above.

Weak Point
Also at 3rd level, you make sure that you get the most out
of every arrow and bolt. When you take the attack action
on your turn, you can choose to make only one attack on
your turn to gain certain benefits: you score a critical hit on
a roll of 19-20, and when you score a critical hit you deal
additional elemental damage equal to your Constitution
modifier.

Charged Shot
At 6th level, you can infuse your arrows with Elemental
power more efficiently. When you use your Charged Shot
feature, you concentrate Elemental energy on the tip of
your arrow, changing the damage type of your ranged
attacks with your bonded weapon from piercing to your
Vision's Elemental type.

Followup Shot
At 10th level, you've understood the true meaning behind
the saying "No kill like overkill". When you reduce a
creature to 0 hitpoints with a bonded weapon attack, if the
attack deals more damage than the creature had
remaining hit points, the next attack you make with your
bonded weapon deals additional damage equal to the
difference (For instance, if you deal 10 points of damage to
a creature that had 5 hit points left, your next attack deals
an additional 5 damage). If you miss the attack, you lose
the extra damage.

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For example, if you know the 1st-level spell shield and
Spellslinger have a 1st-level and a 2nd-level spell slot available, you can
cast shield using either slot.
Spellslingers have foregone the use of weapons in favor of
concentrating on the magical aspects of being a Vision Spells Known of 1st-Level and Higher.
Holder, whether because of physicality or simple
You know three 1st-level druid spells of your choice.
preference. While certainly capable of armed combat, their
The Spells Known column of the Spellslinger Spellcasting
focus on elemental power has enabled them to be the
table shows when you learn more druid spells of 1st level
most magically-attuned among the Vision Holders - and
or higher. Each of these spells must be of a level for which
also the most elementally diverse, for they need not only
you have spell slots. For instance, when you reach 7th level
learn spells of their Vision's Element.
in this class, you can learn one new spell of 1st or 2nd
level.
Tricks and Snaps Whenever you gain a level in this class, you can replace
When you choose this Preferred Style at 3rd level, you gain one of the druid spells you know with another spell of your
the ability to bond with a single weapon among the choice from the druid spell list. The new spell must be of a
following: whip, quarterstaff, sling, darts, or dagger. You level for which you have spell slots.
can bond to a new weapon from this list over a short rest.
While bonded to a weapon, you can summon it to your
Spellcasting Ability.
free hand as a bonus action, and can shunt it to a pocket Constitution is your spellcasting ability for your druid
dimension as a bonus action. Additionally, if you choose spells, since you learn your spells through
darts as your bonded weapon, you can use one as a melee experimentation and training. You use your Constitution
weapon, you can bond with up to ten darts at the same whenever a spell refers to your spellcasting ability. In
time, and summon more than one to your hand at a time. addition, you use your Constitution modifier when setting
the saving throw DC for a druid spell you cast and when
Magic Might making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Also at 3rd level, you gain the ability to somewhat surpass Constitution modifier
the elemental limitations of your Vision. When you Spell attack modifier = your proficiency bonus + your
damage creatures with spells from your Spellslinger spell Constitution modifier
list, you apply that spell's elemental type as a latent
element on the damaged creature(s). Elemental Bonus
Spellcasting Starting at 6th level, your propensity for elemental magic
has led you to have a new understanding for the fine
When you reach 3rd level, you augment your martial details of the arcane - meaning you're able to weave more
prowess with the ability to cast spells. power into a spell. When casting a spell of 1st level or
higher that deals damage, you can add bonus damage of
Cantrips. your Vision Elemental type equal to your spellcasting
You learn two cantrips depending on your Vision modifier. You can use this feature a number of times equal
Elemental Type, as shown in the table below. At 10th level, to your Constitution modifier, regaining all uses on a long
you learn a 3rd cantrip, which is whatever remains from rest. You choose to add this damage before making the
the list. These cantrips deal your Vision Type damage attack roll, or before the target creatures make a saving
instead of the damage mentioned in their description. throw. If the spell attack misses, or the creature succeeds
the save and takes no damage, you don't expend the use
Vision Cantrips of the feature.
Element Cantrips
Hydro Primal Savagery, Acid Splash, Shape Water Spread Out Force
Electro Shocking Grasp, Lightning Lure, Dancing Lights
At 10th level, you've trained yourself in spreading out the
Pyro Fire Bolt, Produce Flame, Control Flames effects of spells over a wider area. When you cast a
Cryo Frostbite, Ray of Frost, Mind Sliver damaging cantrip that targets a single creature and
Geo Chill Touch, Mold Earth, Mending requires you make an attack roll, you can choose to
Dendro Thorn Whip, Poison Spray, Druidcraft instead spread the effects over an area around the original
target. Every creature of your choice within 10 feet of the
Anemo Booming Blade, Thunderclap, Gust
target creature is also subject to the spell, and you roll a
separate attack roll for each target. On a hit, you deal half
Spell Slots. the damage you roll with the spell.
The Spellslinger Spellcasting table shows how many spell
slots you have to cast your druid spells of 1st level and
higher. To cast one of these spells, you must expend a slot
of the spell's level or higher. You regain all expended spell
slots when you finish a long rest.

10
Juiced Up
Starting at 14th level, you start turning danger into an
advantage. Whenever you deal damage of your Vision
Elemental type while infused with a latent element, you
can choose to end the infusion. Doing so grants you a
number of temporary hit points equal to the damage you
deal with the attack or feature that triggers this feature.
These temporary hit points last until the start of your next
turn. You can use this feature a number of times equal to
your spellcasting modifier and regain all uses on a long
rest.

11
Shafted Weapons Trained For This
Polearms are among the most popular weapons - easier to At 14th level, you've mastered the way of your polearm,
produce than a sword, generally easy to learn, but and you can channel great focus through the length of the
devastating in the right hands. Those Vision Holders that weapon. As a bonus action on your turn, you can enter a
use them know this, and are sure to make it everyone trance-like state of enhanced martial prowess, giving you
else's problem. And when they really want to make it the following features:
someone else's problem, then there's no helping their
you have advantage on the first attack you make on a
targets.
turn;
your weapon attacks with your bonded weapon deal
Out of Reach additional Vision Type Elemental damage, equal to half
When you choose this Preferred Style at 3rd level, you gain your Vision Holder level;
the ability to bond with a single weapon among the you gain an additional 15 feet of movement speed;
following: spear, halberd, pike, glaive, javelin, or trident. you gain an additional 5 feet of range with your bonded
You can bond to a new weapon from this list over a short weapon.
rest. While bonded to a weapon, you can summon it to This effect lasts for 1 minute, until you fall unconscious,
your free hand as a bonus action if it's on the same plane or until you end it as a free action on your turn. You have
of existence as you, and can shunt it to a pocket one use of this feature, and you regain all expended uses
dimension as a bonus action. on a long rest.

Coming Through
Also at 3rd level, you use the length of your preferred
weapon to charge like a corkscrew through your enemies.
As an action, you can move half your current speed in a
straight line without provoking opportunity attacks. All
creatures in your path must make a Dexterity save against
your Elemental Burst DC. On a failure, you roll your
bonded weapon's damage and push the creatures 5ft to
the left or right (your choice) of the line you travelled. After
taking this action your speed becomes 0 until the start of
your next turn.

Swept Up by a Storm
At 6th level, you've proven how much it hurts to hit with
your weapon's whole length. When you take the attack
action on your turn, you can replace one of your attacks
with a spinning sweep around you. Every creature within
your weapon's reach around you must make a Dexterity
saving throw against your Elemental Burst DC. On a fail,
the creatures take your weapon's damage as your Vision
Type Elemental damage.

Throw & Follow


At 10th level, you've trained how to move to your weapon
over small distances, instead of summoning it to your
hand. If you haven't yet taken the Attack action on your
turn, you can use your bonus action to throw your bonded
weapon at a point within its throwing range if it has the
thrown property, or within 30 feet if it doesn't, then
teleport to the chosen point. If there is a creature at the
chosen point, you make a weapon attack roll with your
bonded weapon as part of the bonus action, damaging
and pushing the creature 5 feet away on a hit and landing
in front of it on a miss. After you use this feature, your
speed becomes zero and you can only make one attack if
you take the Attack action. You can use this feature a
number of times equal to your Constitution modifier and
regain all expended uses on a long rest.

12
Elemental Reactions
It is due to the influence of a Vision that latent elemental
energy can exist - an elemental attack fueled by a Vision is
special precisely because of the source of the power.
However, this is a double-edged sword - the influence of
the Vision also causes elemental energy to remain latent in
the Holder, waiting to overload when elements clash.
Below is a list of what every element's reaction is with one
another.
Causing an elemental reaction onto a creature causes all
latent elemental energy to disappear from the target
creature. For the purposes of clarity, "you" refers to the
creature that triggers an elemental reaction, and "the
target" refers to the creature that the reaction was
triggered upon. Effects that scale off level use the level of
the creature that triggers a reaction. If the creature has no
level, use CR instead. Effects that require a DC use your
Elemental Burst DC. If you have no Vision Holder levels,
the DC = 8 + Constitution modifier + proficiency bonus and
are also reffered to as Elemental Burst DC.

Elemental Reactions
Reaction
Combination Name Effect
Infusing the target with both Bludgeoning/Force Latent Energy and any other latent
energy, you can choose a creature within 5 feet of the target to gain 1d4 + half your
level (rounded down) temporary hit points that last for 1 minute. While these hit points
Bludgeoning/Force + are present, the creature that has them has resistance to the element that was mixed
Crystallize
any element with the latent Bludgeoning/Force energy. Mixing Bludgeoning/Force with
Bludgeoning/Force grants resistance to psychic damage instead of bludgeoning/force.
The temporary hit points increase by 1d4 at level 5(2d4), and again at 9th level(3d4),
13th level(4d4), and 17th level(5d4).
Infusing the target with both thunder Latent Energy and another elemental damage
type causes a wave of elemental energy to swirl around the creature. Every creature in
Thunder (latent a 5-foot-radius around the target must make a Dexterity Saving Throw, taking 1d4
energy) + any Swirl thunder damage + 1d6 of the triggerring damage type and no damage on a success. If
element thunder damage triggers this reaction, creatures are also deafened for 1 round on a
failed save. The damage increases by 1d4+1d6 at 5th level (2d4+2d6), and again at
9th(3d4+3d6), 13th(4d4+4d6), and 17th level(5d4+5d6).
The target must make a Constitution Saving Throw, taking an extra 1d10 Cold damage if
Cold + it was the triggerring element, or 1d12 Acid/Fire/Radiant if that is the triggerring
Melt
Acid/Fire/Radiant element, on a fail. This damage increases by 1d10/1d12 at 5th level(2d10/2d12), then
again at 9th level(3d10/3d12), 13th level(4d10/4d12), and 17th level(5d10/5d12).
Acid (latent element) The target must make a constitution saving throw. On a fail, it takes 1d4 acid damage,
+ and if the target has a resistance to the triggerring Fire/Radiant/Necrotic damage, this
Corrode
Fire/Radiant/Necrotic resistance is nullified for the attack. The acid damage increases by 1d4 at 5th level(2d4),
damage and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
The target and each creature within 5 feet of it must make a Strength Saving Throw. On
a failed save, the creatures take 1d6 fire damage and are pushed away 5ft. If the target
Fire + Lightning Overload
creature fails the save, it's moved 5ft in a direction of your choice. The fire damage
increases by 1d6 at 5th level(2d6), and again at 9th(3d6), 13th(4d6), and 17th level(5d6).
The target and up to two other creatures infused with lightning or cold latent energy
within 15ft of the target must make a Constitution saving throw, taking 1d6 lightning
Cold + Lightning Superconduct
damage on a fail. The lightning damage increases by 1d6 at 5th level(2d6), and again at
9th(3d6), 13th(4d6), and 17th level(5d6).
The target makes a Constitution saving throw. On a fail, it takes 1d10 poison damage
and sheds dim green light in a 5-foot-radius until the end of your next turn. Glowing
Poison + Radiant Irradiate prevents it from benefitting from being invisible, and gives disadvantage on stealth
checks. The poison damage increases by 1d10 at 5th level(2d10), and again at
9th(3d10), 13th(4d10), and 17th level(5d10).
The target must succeed on a Constitution saving throw or it takes 1d8 necrotic damage
Poison + Necrotic Necrosis and is unable to regain health until the start of your next turn. The necrotic damage
increases by 1d8 at 5th level(2d8), and again at 9th(3d8), 13th(4d8), and 17th level(5d8).
The target must succeed on a Wisdom Saving throw, taking 1d8 poison damage on a
failed save, losing 10 feet of movement, and being unable to take reactions until the
Poison + Cold Slowdown
start of your next turn. The poison damage increases by 1d8 at 5th level(2d8), and again 13
at 9th(3d8), 13th(4d8), and 17th level(5d8).
The target must succeed on a Constitution saving throw or be lit on fire for 1 minute or
Reaction
Combination Name Effect
The target must make a Constitution saving throw or take 1d4 damage of the triggerring type, and
Cold (latent) + Brain
subtract 1d4 from its next Intelligence, Wisdom or Charisma save. The damage increases by 1d4 at
Psychic Freeze
5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
The target must make a Constitution saving throw or take 1d8 Fire damage, and the next time the
target is hit by an attack that deals Bludgeoning, Piercing or Slashing damage it takes an extra 1d12
Fire + Radiant Immolate
Fire damage. The initial damage increases by 1d8 at 5th level(2d8), and again at 9th(3d8),
13th(4d8), and 17th level(5d8).
The target must make a Constitution saving throw or take 1d4 of the trigerring damage type, and
Acid +
Dissociate on its next turn the target can only take an Action, Bonus Action, or move (its choice). The damage
Lightning
increases by 1d4 at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
The target must make a Constitution saving throw or take 1d4 damage of the triggerring type, and
Poison +
Nausea subtract 1d4 from its next Strength, Dexterity or Constitution save. The damage increases by 1d4
Psychic
at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).

14
Some Elemental Bursts have prerequisite you must
Elemental Bursts meet before you can take them, such as a minimum level
or a specific Preferred Style subclass. You can learn the
Below is a list of Elemental bursts that you can learn as
invocation at the same time that you meet its
you gain levels. You learn 2 Elemental Bursts at level 3, and
prerequisites. A level prerequisite refers to your level in
gain more at certain levels, as shown in the "Elemental
this class. You can't take the same Elemental Burst more
Bursts" Column of the Vision Holder Class table. When you
than once. Some Elemental Bursts require a saving throw,
gain a level in this class, you can exchange one Elemental
which is calculated in the following way:
Burst with another one from this list that you meet the
prerequisites for. DC = 8 + proficiency modifier + Constitution modifier.

Elemental Bursts
Name Requirements Effect
You ignore difficult terrain, have advantage on all checks to escape a grapple,
Unbindable Anemo Vision
manacles, or rope bindings, and advantage on saving throws against being paralyzed.
Trackless You can use the Dash action as a bonus action, and if you Dash on your turn you also
Level 9
Sprint gain the benefits of the Disengage action.
Elemental You can cast the False Life spell on yourself at will as a 1st-level spell, without
-
Armor expending a spell slot or material components.
Improved You can cast the Armor Of Agathys spell on yourself at will as a 2nd-level spell, without
Level 9, Elemental
Elemental expending a spell slot or material components. If you cast the spell in this way, you deal
Armor
Armor your Vision Type elemental damage when hit instead of the normal cold damage.
You can create a wall of thorny vines that is 5 feet tall, 15 feet long and 5 feet wide as
an action at a point within 30 feet of you. The wall acts as 3/4 cover, is considered
difficult terrain, and deals 5 Vision Type elemental damage for every 5 feet of
Wall of movement through it, and if there are creatures in the wall's space when it's created,
Dendro Vision
Thorns they are pushed back 5 feet away. The wall withers away after 1 minute, has a
vulnerability to fire damage, and has hit points equal to 5 x your Constitution modifier.
You can use this feature a number of times equal to your Constitution modifier, and
regain all uses on a short rest.
When you score a critical hit on an attack that deals your Vision Type damage, your
Momentum Bowmaster, Level 7 next attack deals additional damage of your Vision Type equal to your Constitution
modifier.
As a bonus action, you can choose a point you can see within 20 feet to create a
medium-sized Decoy that uses elemental energy to distract creatures in a 15-foot-
radius around it. The Decoy is a construct and has hit points equal to 4 x your Vision
Holder level. It persists for 1 minute, and when a creature hostile to you starts its turn
Level 6, or moves within 15 feet of the Decoy, it must make a Wisdom Saving throw or suffer
Decoy Trap
Bowmaster/Spellslinger disadvantage on attacks that target any creature other than the Decoy. Once its
duration ends, or it's been destroyed, it explodes in a 10-foot-radius. Every creature
within the radius must make a Dexterity saving throw, taking 3d8 of your vision type
damage on a failed save, or half as much on a success. You can use this feature twice,
and regain all expended uses on a short rest.
You can create structures made out of dense amber as an action. When you use this
feature, you choose a point you can see within 20 feet, and a 15ft x 3ft x 3ft column
arises. The column is solid, has resistance to all damage types and immunity to psychic
damage, and 50 hit points. It arises from the ground upwards, and you can choose to
Amber
Geo Vision, Level 5 make its ascent slow or fast. If slow, creatures in the space of the column can choose to
Ruins
be pushed aside 5 feet in a direction of their choosing or to ascend with the column. If
Fast, creatures in the column's space must make a Dexterity saving throw or take 1d8
of damage of your Vision Type. Only two colums can exist at a time, and when creating
a third column, the oldest one turns to fine dust.
Whenever a feature deals your Vision Type Elemental damage, you can choose to deal
Empowered Geo Vision, 9th level
either Bludgeoning or Force Damage.
Whenever a feature deals your Vision Type Elemental damage, you can choose to deal
Sunfire Pyro Vision, 9th level
either Fire or Radiant Damage.
As a reaction when a hostile creature moves within 5 feet of you, you can use your
reaction to move 5 feet away from it, then make an opportunity attack as if it were the
Dodgeshot Bowmaster, 6th level
triggering creature that moved away from you. This movement however can trigger an
opportunity attack as normal.

15
Elemental Bursts
Name Requirements Effect
Strong Heavy Weapons, You can ignore the Two Handed propery of your bonded weapon (if it has one), however every
Armed level 9 attack after the first one you make on your turn is done at disadvantage.
While wielding your bonded weapon, you can use your bonus action to conjure a copy of the
weapon with your vision's elemental powers. The weapon looks like your bonded weapon, is
the same type of weapon, and deals your Vision Type elemental damage instead of the usual
Two Bludgeoning, Piercing, or Slashing damage. If your bonded weapon has magical effects, they
Weapon Duelist, level 9 aren't copied. The copy lasts for a number of turns equal to your Constitution modifier,
Duelist disappearing at the end of your turn. While wielding both your bonded weapon and the copy,
you can engage in two-weapon fighting even if your bonded weapon (and therefore also the
copy) doesn't have the Light property. Once you use this feature, you can't do so again until
you finish a short rest.
As an action on your turn, you can summon spikes of elemental power around you that circle
in an area within 5 feet of you that move with you. A creature must make a Dexterity saving
Protective Cryo/Electro
throw if it takes an action or bonus action while within 5 feet of you. On a fail, it takes 1d6 of
Circle Vision
your Vision Type elemental damage. The damage increases by 1d6 at 5th level(2d6), and again
at 9th(3d6), 13th(4d6), and 17th level(5d6).
You gain the ability to move in the water like it's your own home. You can breathe underwater
Water Hydro Vision, level for up to an hour at a time before needing to surface for air, gain a swim speed of 30 feet, or if
Spirit 5 you already have a swim speed from another source you gain an extra 20 feet to it.
Additionally, while underwater or in rain, you have advantage on skill checks made to hide.
Elemental You learn the Find Familiar spell and can cast it without expending material components or a
level 6
Friends spell slot once per short rest.
Mineral You innately know what type of mineral an object you are observing is made of, and have
Geo Vision
Expert advantage on checks made to haggle on the price of a mineral such as a gemstone.
You learn the Dragon's Breath spell and can cast it as a 3rd level spell. You can only target
yourself with it, and the damage type is determined by your Vision Type. You can cast this
Breathing Spellslinger/Heavy
spell in this way once per short rest rest, and you can also cast it with any spell slots you have.
Technique Weapons, Level 9
This spell counts as a spellslinger spell for you, and doesn't go against the number of
Spellslinger spells you know.
Once per long rest, you can use your alchemist supplies to create either a small flask of
concentrated elemental liquid, or four pills. The flask contains 4 doses, and a creature in
possession of a flask can use its bonus action to coat one weapon or piece of ammunition in
Proficiency with
alchemist's the liquid. When the creature makes an attack with the weapon or piece of ammunition and
Alchemy
suplies hits, it deals an extra 1d10 damage of your Vision Type. A creature in possession of one or
more of the pills can consume it as a bonus action, and for the next one minute it has
resistance to damage of your Vision Type. Both the flask and pills last until fully used or until
your next long rest, after which they turn inert.
During a long rest, you can take one weapon and infuse it with elemental power. Within the
Proficiency with next 24 hours, a creature wielding the weapon can use its bonus action to change the
Smithing
Smith's Tools weapon's damage type to your Vision's elemental type. Once activated, this effect lasts for a
number of rounds equal to your Constitution modifier +1 (minimum of 1).
During a long rest, you can use your cook's utensils and mundane food items (such as rations
or raw ingredients) to create restorative meals. You make a number of meals equal to your
Wisdom modifier, and you determine the effect of each meal when creating it. A creature in
possession of one of the meals can spend 10 minutes to eat it. A single meal can have one of
Proficiency with
Cookout the effects from the following: restore 1d8 + 4 hit points; lose 1 level of exhaustion; gain an
cook's utensils
additional 5 feet of movement for 1 hour; gain a bonus to Wisdom (Perception) and
Intelligence (Investigation) checks equal to the cook's Wisdom modifier (minimum of 1)
until the next long rest. The meals can last for a number of days equal to your Constitution
modifier, after which they spoil.
You can speak, read and write Primordial and its four dialects. When speaking and writing in
Tongues
Primordial, you use the script and dialect most closely related to your Vision's element - Pyro
of the -
and Electro use Ignan, Cryo and Hydro use Aquan, Geo and Dendro use Terran, and Anemo
Elements
uses Auran.
You can use your bonus action to extend the length of your blade with Elemental energy. Until
Duelist/Heavy the end of your next turn, you gain an extra 5 feet of reach with your bonded weapon, and
Extended
Weapons, 9th when you hit a creature that is at least 10 feet away with a melee attack, the damage dealt is
Reach
level of your Vision Type. You can use this feature twice, and regain all expended uses on a long
rest.

16
Elemental Bursts
Name Requirements Effect
You can use your action to create a 30-foot sphere of Elemental empowerment centered on the
point where you are standing. You choose the effect of this sphere when you take this EB, from
one of the following: The sphere lasts for 1 minute, and creatures of your choice that start or
end their turn in the area take 1d8 damage of your Vision Type (the same creature takes
damage twice if it both starts and ends its turn in the area); Creatures of your choice in the
Zone of
Power
level 13 area must succeed on a Wisdom Saving Throw or be stunned until the end of their next
turn; Creatures of your choice in the area heal for a number of hitpoints equal to your level +
twice your constitution modifier; Creatures of your choice in the area have either advantage
or disadvantage on attacks (You pick separately for each creature); Creatures of your choice
within the area must succeed a Dexterity Saving Throw, taking 6d12 damage of your Vision
elemental type on a fail, or half as much on a success. You can use this EB once per short rest.
You can choose a spellcasting focus that is not a weapon (such as a book, wand, etc.) as your
Magic bonded weapon. While wielding it, you can make a ranged spell attack as part of your attack
Spellslinger
Blasts action. This attack deals 1d6 of your Vision Type damage, has a range of 30 feet, and benefits from
your Extra Attack feature.
Improved Spellslinger, Your magically-woven attacks become more potent as you train them further. The attacks from
Magic Magic Blasts your Magic Blasts feature now deal 1d8 + your spellcasting modifier Vision Type Damage on hit,
Blasts EB, level 7 and your range increases to 50/100 feet.
You've trained up a method of empowering your attacks when you hit conscutively. When you hit
with one of your Magic Blast attacks, you gain a Mark of Power, which lasts for 1 minute, up to a
Spellslinger, maximum of 3 Marks. While you have any number of marks, you can expend all of them to
Stacking
Magic Blasts empower one of your Magic Blasts attacks: whether the attack hits or not, the target creature
Power
EB, level 7 and all creatures in a 5x(the number of Marks)-foot-area around the target must make a Dexterity
Saving Throw, taking 1d8 of your Vision Type damage + an additional 1d6 for every Mark of Power
over 1.
You can create a 30-foot-long, 10-foot-wide, 15-foot-deep line of moving water on a surface large
enough to support a body of water of that size. The water moves at a speed of your choice up to
Hydro Vision,
Waterway 15 feet per turn, counts as difficult terrain for creatures with a swim speed, and you can move
5th level
through it without penalty. The water and the hole in the ground magically disappear after an
hour, or when you use this feature again.
Elemental Spellslinger, The spells Bane and Bless are added to the list of spells you can learn, and you choose one of the
Favour level 6 two to learn without it counting against the number of spells you know per level.
As a free action you can use your Vision to cause a 30-foot-sphere, centered on you, to warm up
Fire in to a comfortable temperature. All creatures within the area suffer no negative effects from
the Pyro Vision extreme cold, such as during a blizzard or while deep underwater. Additionally, you can create a
Hearth magical campfire in a 5ft by 5ft cube, choosing its color. The fire cannot hurt living creatures, but
can still be used to cook food such as meat, as well as provide heat and light.
You've refined a technique for slowing down your foes. As an action, you can blast a 20-foot cone
originating from you with cold air strong enough to freeze the moisture in the air, forcing every
Frozen in creature in the area to make a Constitution saving throw. On a failure, a creature takes 1d8
Level 6, Cryo
Their damage of your Vision Type and has its initiative score lowered by the number rolled, and on a
Vision
Step success they take half damage and suffer no other effects. The decrease in initiative score lasts
until the end of the creature's next turn. The creature only takes one turn per round in this way,
even if their lowered initiative would put them after the user of this EB.
You can cast Speak With Plants once per day without expending a spellslot. Additionally, any
Plantlife
Dendro Vision checks you make to identify and care for plants are done with advantage, and you can add your
Expert
Constitution modifier to Charisma checks made to interact with sentient plant creatures.
Lightning Electro Vision, Using your Vision to meld with lightning, you gain an additional 15 ft of movement so long as you
Fast level 5 aren't wearing heavy armor.
Sixth Electro/Anemo Using electrical currents or air pressure, you gain Blindsight out to a range of 15 feet. This allows
Sense Vision, Level 6 you to know the location of invisible creatures within range of your blindsight.
Whenever you have mundane or magical items on you that can expire with time, such as a
Cold
Cryo Vision Goodberry fruit or food made with the Cookout EB, you double the time that it takes for the item
Storage
to expire.
As a bonus action, you can grant yourself a flying speed of 30 feet so long as you arent wearing
Anemo Vision,
Skyfarer medium or heavy armor. The flying speed lasts for 10 minutes. Once you use this feature once,
9th level
you can't do so again until you finish a long rest.
You gain advantage on checks made to resist the poisoned condition, as well as Constitution
Purified Hydro Vision, checks made to injest alcohol and other substances with similar effects, and you can also expend
Water 6th level a use of your Elemental Power weapon infusion to purify all items within a 5-foot-cube of
mundane and magical poisons.

17
Elemental Bursts
Name Requirements Effect
As an action, you choose yourself or a creature within touch, imbuing it with electricity.
For the next 1 minute, the creature's speed is doubled, it makes dexterity saving throws
Electro Vision, with advantage, and its melee attacks made with metal weapons or unarmed attacks deal
Hypercharge
9th level an extra 2d6 lightning damage on hit. You can use this feature twice per short or long
rest, and can't use it on the same creature more than once until it finishes a short or long
rest.
As an action, you can make a path of perfectly smooth ice in a straight line between you
and a point you can see on ground within 30 feet. You must have solid ground to the
point to create the path, otherwise it stops at the first instance of difficult terrain. When
you create the path, a creature on the path must make a dexterity saving throw or fall
Cryo Vision, prone and be moved 5 feet to the side of the path, after which you slide along the path to
Arctic Rush
6th level the point without provoking opportunity attacks. You can't use this feature if you have
moved more than half your movement speed during your turn, and after using it your
speed is halved for the rest of your turn. The ice remains for 1 minute. You can use this
feature a number of times equal to your constitution modifier (minimum of once),
regaining all uses on a long rest.
You gain tremorsense out to 25 feet away from you. Additionally, you can touch a wall
separating you from a room and enter a trance, during which you can hear even faint
Ears to The Geo Vision, 5th sounds (such as whispering, a fly buzzing, or a mouse's steps) in the room on the other
Ground level side of the wall. However while trancing in this way, you are considered blinded and
deafened to your surroundings, and your tremorsence only extends out to 10 feet from
you.
You have advantage on stealth checks made to hide in foliage or other plant life, can
Natural Ghillie Dendro Vision move normally through magical and mundane difficult terrain caused by plant life, and
can attempt to hide even when only slightly obscured by foliage or plant life.
Plantlife sometimes feeds itself at the expense of its surroundings. When you deal
damage of your Vision Type, you can choose to change the damage type from poison to
Dendro Vision,
Parasitic Poison necrotic, gaining a number of temporary hitpoints equal to your level in this class + your
level 5
constitution modifier. You can use this feature a number of times equal to your
Constitution modifier, regaining all expended uses on a short or long rest.
20-Carat When you take Bludgeoning, Slashing or Piercing damage, you can use your reaction to
Geo Vision
Protection reduce the damage taken by your Constitution modifier + half your Vision Holder level.
You have advantage on saving throws and ability checks made to climb or keep your
Geo/Dendro
Steady Footing footing while on earth or stone, such as when you are climbing a canyon wall, jumping
Vision
across wobbly stones, or walking along a narrow cliff ledge.
As a bonus action, you swirl with icy wind and freezing magic. Until the end of your next
turn, the area within 10 feet of you is lightly obscured by snow and mist, and when a
creature ends its turn within the area, you can choose to deal cold damage equal to your
Snowcloak Cryo Vision
Constitution modifier to it. You can use this feature a number of times equal to your
Constitution modifier (a minimum of once), and regain all expended uses when you finish
a long rest.
Using electricity to generate a magnetic force, you can move metal without touching it at
Spellslinger,
all. You can move any number of objects made of metal within 30 feet of you that aren't
Electromagnetism Electro Vision,
being worn or carried as a bonus action. The combined weight of the objects (in pounds)
level 4
can't exceed 10 x a quarter of your Vision Holder level.
As an action, you fill one creature that you can see within 60 feet of you with the fire of
life. Creatures that are inside the target's body or possessing the target take fire damage
equal to twice your Vision Holder level. You can cure one disease on the target or end up
Pyro Vision, to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned. The
Purifying Fire
level 6 target also has advantage on Constitution saving throws until the end of your next turn,
and the next time it hits with a weapon attack during that time, the attack deals bonus fire
damage equal to your Vision Holder level + your Constitution modifier (minimum +1). You
can use this feature twice, regaining all expended uses on a short rest.
You can breathe safely in environments that would normally be hazardous to breath in,
Fresh Air Anemo Vision
such as ash clouds, smoke, and the stinking cloud spell, without any negative effects.
You teleport to an unoccupied space of your choice that you can see within 20 feet. You
can also choose up to one creature in a line 5 feet wide originating at the space you left
and ending at the space you teleported to. The target must make a Constitution saving
Electro/Anemo throw. On a failed saving throw, the target takes 3d10 Lightning damage and is knocked
Strike of Storm
Vision, level 6 prone. On a successful saving throw, the target takes half as much damage and is not
knocked prone. You can use this feature a number of times equal to your Constitution
modifier, regaining all expended uses on a long rest, and regaining one use when you
knock an enemy unconscious.

18
Elemental Bursts
Name Requirements Effect
You can use a bonus action to cause up to ten tree leaves, pine needles, or blades of grass to turn
stiff and sharp-edged. While maintaining concentration as if concentrating on a spell, the affected
Naturalis plant materials count as daggers, darts, or blowgun needles (your choice), dealing your Vision Type
Dendro Vision
Ferrum elemental damage when they hit a creature. Creatures other than you can attack with the plants,
using their own stats. If you lose Concentration, the plants remain in this state until the end of your
turn, and attack made with them deal nonmagical piercing damage on a hit.
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital
energy. You and up to five other creatures of your choice within range regain a number of hit
points equal to ld6 + your Constitution modifier. If you are still conscious at the start of your next
Refresh 6th level
turn, you and up to five other creatures of your choice within range regain hit points again in the
same way. This EB has no effect on undead, constructs, or creatures that have O hit points. You
can use this EB 2 times, regaining all uses on a short or long rest.
You electrify an attacker's weapon as it strikes its target. As a reaction when you attack or are
attacked with a melee weapon attack, you cause one of the following effects depending on who
made the attack that triggered this EB. Defensive: If you were hit by the triggering attack, the
attacker makes a Constitution saving throw, with disadvantage if it used a metal weapon to make
Static
Electro Vision the attack. On a failed saving throw, it takes 2d6 (3d6 if the triggering attack was a critical hit)
Charge
Lightning damage and also drops the weapon used in the attack. Offensive: If you made the
triggering attack, the target of your attack rolls the saving throw, with disadvantage if it is wearing
armor made of metal. On a failed saving throw, it takes an extra 1d6 lightning damage and also
can't take reactions until the start of your next turn.
You conjure an earthen boulder as an action, which you leap atop as part of the action and your
Vision causes it to float and fly. You gain a flying speed of 30 feet for the duration. While you fly in
this way, the boulder remains beneath you and can provide half cover. If you fall while flying in this
way, the turns to dust immediately. In addition, if you fly at least 20 feet straight toward a target
Rock
Geo, level 7 using this flying speed on your turn, you can use your bonus action to slam the target using the
Ride
boulder. Make a melee spell attack against the target, with Constitution as your spellcasting
modifier. On a hit, the target takes 2d6 damage of your Vision Type. The boulder lasts for 10
minutes, after Which it turns to dust. If you are still aloft when the boulder disappears, you fall as
normal, unless you can stop the fall.
You splash acid in the eyes of your enemies to blind them. As an action you can force a creature
within 15 feet of you to make a Dexterity saving throw, on a failure it takes 4d4 damage of your
Spiced Vision Type and its eyes are covered in stinging liquid for the next minute. For the duration, the
Hydro Vision
Spray creature is blinded, and it or another creature has to spend an action and wash the liquid off with
clean water to end the effect sooner. You can use this EB a number of times up to your
Constitution modifier, regaining all uses on a long rest and 2 uses on a short rest.
You cause a massive eruption of water to blast upwards from the ground at a point within range.
Creatures within 10 feet of the point must make a Dexterity saving throw or take 4d6 Vision Type
Hydro Vision,
Geyser damage and be knocked 60 feet into the air. On a successful save, creatures take half as much
level 8
damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward.
You can use this EB twice, regaining all expended uses on a long rest.

19
Credits
"Ice dragon" by Eduardo Vargas (Artstation) - Page 1

"Raiden Shogun - Genshin Impact" by Bryan Salvador


(Artstation) - Page 2

"Simplicity Fighting Style" by u/Goreness (Reddit) - Page


3

"Geo ring" by Yosatorn Chamachote (Artstation) - Page


3

"Kaedehara Kazuha" by Fae . (Artstation) - Page 4

"Rose Trading Card" by Jordi Navarrete (Artstation) -


Page 5

"Greatsword" by TITION (Artstation) - Page 6

"D&D - Tabaxi Jaguar Warlock Hexblade" by Rudi Indra


A (Artstation) - Page 7

"Human Mages" by Ilina Naydenova (Artstation) - Page


9

"spearman" by mummum - Page 10


 
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