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Elementist

Elementist
A drow looks up suspiciously as his hair gets picked up by a Creating an Elementist
gust of wind. Suddenly his feet are stuck in the ground that
grapples around him. He knows it is too late for him, as he The most important aspect to consider when making an
looks up to see a half-elf set aflame walking towards him. elementist is the origin of your power. What causes you to be
The group of adventurers look in awe at the motionless able to excess your Primordial Power. Is it a gem embedded
and bloodied body of their friend, when he opens his blue in your chest, an elemental trapped in your body, or were you
shining eyes and the ground starts rising around him. born with an innate connection.
The orc looks in surprise at the sea, as it breaks open and a Another important aspect of the elementist is the
vulcanic eruption originates from within it. In the middle of connection you have to the primordial realms. Do you live in
that lava, the silhouette of a human can be seen. harmony with the elemental realms, or are you a parasite
feeding on its power. You need to choose a primordial
The state of gas, Air. The state of fluids, Water. The state of connection at third level, but it is advised to decide before
solids, Earth. The energy that binds that all together, Fire. then, and shape your character's personality and decisions in
Whatever their origins, whatever their intent, all Elementists the earlier levels around this choice.
have a deep understanding of the matter that makes up the Elementist range from all alignments, but the unordered
world around them, and in innate power to manipulate it. nature of the elements causes most elementists to be chaotic.
The Fervor of Battle Quick Build
Elementists have a connection to the primordial realms that You can make an Elementist quickly by following these
is hidden deep within them. To draw upon this power is suggestions. First, Wisdom should be your highest ability
difficult, and not always possible. It is only in the heat of the score, followed by constitution or charisma, based on your
battle that the primordial powers sense your need and open subclass. Second, choose the outlander or folk hero
themselve up to you. Elementists tap deeper into their background.
connection to nature as the fight progresses, unlocking
increasingly strong effects during battle.
Elementist
Level Proficiency Bonus Features Primordial Power 1st 2nd 3rd 4th 5th
1st +2 Elemancy , Unarmored Defense, Elemental Affinity — — — — — —
2nd +2 Primordial Power, Spellcasting, Natural Alteration 4 2 — — — —
3rd +2 Whirl of Elements, Primordial Connection 6 3 — — — —
4th +2 Ability Score Improvement 8 3 — — — —
5th +3 Elemental Traverse, Ascendancy 10 4 2 — — —
6th +3 Primordial Connection Feature 12 4 2 — — —
7th +3 Elemancy 14 4 3 — — —
8th +3 Ability Score Improvement 16 4 3 — — —
9th +4 — 18 4 3 2 — —
10th +4 Extra Attack 20 4 3 2 — —
11th +4 Primordial Connection feature 22 4 3 3 — —
12th +4 Ability Score Improvement 24 4 3 3 — —
13th +5 — 26 4 3 3 1 —
14th +5 Elemancy 28 4 3 3 1 —
15th +5 Primordial Connection Feature 30 4 3 3 2 —
16th +5 Ability Score Improvement 32 4 3 3 2 —
17th +6 — 34 4 3 3 3 1
18th +6 Primordial Access 36 4 3 3 3 1
19th +6 Ability Score Improvement 38 4 3 3 3 2
20th +6 Force of Nature 40 4 3 3 3 2

Equipment
Class Features You start with the following equipment, in addition to the
As an Elementist, you gain the following class features equipment granted by your background:
Hit Points (a) An Explorer's Pack (b) A Dungeoneer's Pack
Hit Dice: 1d10 per Elementist level Arcane Focus
Hit Points at 1st Level: 10 + your constitution modifier If you forgo this starting equipment, as well as the items
Hit Points at Higher Levels: 1d10 (or 6) + your constitution offered by your background. You start with 2d4 x 10 gp to buy
modifier per Elementist level after 1st. your equipment.
Proficiencies
Armor: None Multiclassing as the Elementist
Weapons: Simple Weapons Ability Score Minimum. You need at least a Wisdom
Tools: None score of 13 to take a level in this class.
Saving Throws: Wisdom, Strength Proficiencies Gained. When Elementist is not your
Skills: Choose three from Arcana, Athletics, Insight, initial class, you do not gain any proficiencies when
Intimidation, Nature, Perception, Survival picking this class.
Spell Slots. Add half your levels (rounded down) in
the Elementist class to the appropriate levels from
others classes to determine your available spell
slots. When casting a spell gained from this class,
you need a minimum amount of Primordial Power.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elemancy Elemental Affinity
You have an innate connection to the fabric of reality around Your exposure to the primordial realms has caused you to
you. You can manipulate the raw energies of the elements notice the soul within the elements around you. You can feel
around you to attack. the passion of fire, calmness of water, freedom of air and
stoicism of the earth.
When you make a weapon attack, you may choose one of the
following four elements instead of using a weapon. Starting at 1st level, you speak, read and write primordial and
can communicate with the elements around you. For
Element Damage Type example, a campfire might motivate you to persue your
Fire Fire dreams, or the ground can tell you the path to the mountain.
Water Cold Primordial Power
Air Slashing As an elementist, your primordial energy is stored deep
Earth Bludgeoning within the Arcane Focus connected to you. Accessing this
These attacks count as melee weapon attacks with which you energy requires you to get in touch with the primordial
are proficient. The attack bonus equals your proficiency realms through battle.
bonus + your Wisdom modifier. The damage is 1d6 + Wis You have a primordial power pool equal to the amount
and increases to 2d6 at 7th level and 3d6 at 14th level in the indicated in the Elementist table. This is the maximum
Elementist class amount of power you have excess to. At default you have 0
Starting at 7th level in this class, your elemental attacks primordial power. You can build up primordial power through
become more potent, gaining the following abilities. Your combat as indicated in the list below.
attacks now count as magical for overcoming resistances. Accessing the primordial realms is challanging, and the
Element Ability primordial realms only open themself up to you in time of
A creature hit by this attack must subtract 1d4
need. You can only gain Primordial Power after having rolled
Fire
from the next attack roll it makes
initiative, as indicated by your DM. You loose half your
maximum Primordial Power after every 10 minutes without
When you hit a creature with this attack, you may attacking or being attacked by a hostile creature.
Water choose another target within 5 feet and deal 2d4
cold damage to it Primordial Power Buildup:
Air Reach, 10ft Hitting an enemy with an Elemency attack: 1 PP
This becomes 2PP at 7th and 3PP at 14th level.
Earth A creature hit by this attack is pushed back 5 feet
Casting a cantrip with Whirl of Elements: 1 PP
This becomes 2PP at 11th
These ability become more potent at 14th level in this class. Whenever you take damage, you gain PP equal to one fifth
Element Ability of the damage taken (rounded down)
Killing an creature that is hostile towards you: 2 PP
Fire
A creature hit by this attack has disadvantage on Succeeding on a saving throw: 1 PP
its next attack
As long as you are incapacitated, your Primordial Power does
When you hit a creature with this attack, you may not decrease, but cannot increase either. You still loose all
Water choose another target within 10 feet and deal
3d4 cold damage to it
Primordial Power after spending 1 minute without attacking
or being attacked by a hostile creature.
Air Reach, 15ft
A creature hit by this attack is pushed back 15 In order to cast spells at a certain level (as explained in the
Earth
feet spellcasting feature below), you also need to have a minimum
amount of primordial power available, and expand part of
your primordial power, in addition to any other costs, as
Unarmored Defense indicated by the table below.
The primordial Energy within you and elements around you Spell Mimimum Primordial Power Primordial Power
shield you from incoming danger. Level Required Cost
While you are not wearing any armor, your armor class 1 4 1
equals 10 + your wisdom modifier + your Dexterity modifier. 2 10 2
3 15 3
4 20 4
5 30 5

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting
By 2nd level, you have learned to draw on your primordial
energy to cast spells. See Spells Rules for the general rules
of spellcasting and the end of this class description for the
Elementist spell list.
Preparing and Casting Spells
The Elementist table shows how many spell slots you have to
cast your Elementist spells. To cast one of your Elementist
spells of 1st level or higher, you must have the required
amount of Primordial Power and expend a slot of the spell’s
level or higher, as well as the required Primordial Power as
specified above. You regain all expended spell slots when you
finish a long rest.
You prepare the list of Elementist spells that are available for
you to cast, choosing from the Elementist spell list. When you
do so, choose a number of Elementist spells equal to your
Wisdom modifier + half your Elementist level, rounded down
(minimum of one spell). The spells must be of a level for
which you have spell slots.
For example, if you are a 5th-level Elementist, you have
four 1st-level and two 2nd-level spell slots. With a Wisdom of
14, your list of prepared spells can include four spells of 1st
or 2nd level, in any combination. If you prepare the 1st-level
spell Burning Hands, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn’t remove it from your
list of prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of Elementist spells requires
time spent in connection with yourself and the world around
you: at least 1 minute per spell level for each spell on your
list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Elementist spells,
since their power derives from your connection to the fabric
around you. 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 Elementist
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom
modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Spellcasting without primordial power
You can also cast spell without having the required
Primordial Power and within expending any Primordial
Power. Casting a spell this way takes 30 seconds.
Spellcasting Focus
The object through which you are connected to the
primordial realms serves as your Spellcasting Focus
Natural Alteration
Starting at 2nd level, careful elemancing allows you to cause
minor disturbances in the world around you. You can cast
the Thaumaturgy and Prestidigitation cantrips at will.
Whirl of Elements Earth: Terran Protection
Starting at 3rd level, you feel in flow with the elements Evocation Cantrip
around you while bending them. Casting Time: 1 Action
Range: 5 feet
When you take the attack action, you may use your bonus Components: S
action to cast one of the following 4 elemental cantrips. You Duration: Instantaneous
may not choose an element which you just used in your A 5x1x5 feet wall of solid rock erupts from the ground in an
attack action. unoccupied space within 5 feet of you. This wall provides half
cover for every creature of size medium or smaller, and
Fire: Wrathful Blaze provides three-quarters cover for tiny creatures. The wall will
Evocation Cantrip reemerge with the ground at the beginning of your next turn.
Casting Time: 1 Action
Range: 5 feet Primordial Connection
Components: S Although each Elementist draws their power from the same
Duration: Instantaneous source, the gifts granted by the primordial realms differ
Fire burst from you in all directions. Everyone in a 5ft radius based on your connection to the world around you.
of you, other than you, must make a Constitution saving
throw. On a fail they take 1d6 fire damage. At 3rd level you choose the connection you have with the
world. Your connections gets you features at 6th, 11th and
The spell’s damage increases by 1d6 when you reach 5th 15th level. Wrath, Tranquility, and Inspiration are three
level (2d6), 11th level (3d6), and 17th level (4d6) connections detailed in this class description
Water: Aquatic Blessing Ability Score improvement
Evocation Cantrip When you reach 4th level, and again at 8th, 12th, 16th, and
Casting Time: 1 Action 19th level, you can increase one ability score of your choice
Range: 30 feet by 2, or you can increase two ability scores of your choice by
Components: S 1. As normal, you can’t increase an ability score above 20
Duration: Instantaneous using this feature.
A streak of potent water softens the pain of wounds. A
creature within 30ft of you with less than full hit points gets Using the optional feats rule, you can forgo taking this
1d4 temporary hit points. Only one creature can benefit from feature to take a feat of your choice instead.
these temporary hit points at once. Recasting the cantrip on
another creature causes the previous creature to loose the Elemental Traverse
temporary hit points. Starting at 5th level, your elemental control allows you to
ease everyday tasks. You may activate one of the options
The spell’s temporary hit points increases by 1d4 when you below for 1 minute. Doing so requires concentration. You
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) may use this feature as many times as your Wisdom modifier
and regain all uses upon completing a short or long rest.
Air: Storm's Rebuke
Evocation Cantrip Element Ability
Casting Time: 1 Action You can conjure a flame that radiates bright
Range: 20 feet Fire nonmagical light in a 20 feet radius around you,
Components: S and dim light in another 20 feet.
Duration: Instantaneous You an up to one other creature within 30 feet of
Water
A jolt of lightning erupts from the palm of your hand. Make a you may walk on water.
ranged spell attack against a creature in range. On a hit that Up to 1 creature size medium or smaller within
creature takes 1d6 lightning damage. The jolt arcs twice. 30 feet of you gets a flying speed of 10 feet, no
Choose a creature within 15 feet of the target and another Air
higher than 20 ft above the ground. You control
creature within 15 feet of the second target. They both take the flight.
1d4 lightning damage A floating rock 5 feet above the ground disk can
The spell’s damage increases by 1d6 and 1d4 when you Earth transport anything up to 300 pounds at a speed
reach 5th level (2d6, 2d4), 11th level (3d6, 3d4), and 17th level of 10 feet.
(4d6, 4d4)
25 Primordial Power
Fire: Everyone within 20ft of you deals +1d6 fire damage on weapon
attacks.
Water: You and every ally who starts their turn within 20 feet of you
gains 1d8 temporary hit points.
Air: A dome forms in a 20ft radius around you. Everyone except you
within the area must make a dexterity saving throw at the beginning
Ascendancy of their turn or be pushed 10 feet in a random direction. Ranged
In the heat of battle, As your access to the elemental realms weapon attacks get disadvantage when shot from outside to inside.
grows, you become more and more powerful, increasingly Earth: As a bonus action on each of your turns, you can make a
resembling an avatar of the primordial. 10x10x20 feet monolith rise from the ground within 60 feet of you.
Anyone standing on the monolith stays there. If the top of the
Starting at 5th level, when you reach certain milestones in
your primordial power, you may choose an effect offered for monolith collides with a ceiling, anyone on it makes a Dexterity
that milestone and benefit from it for as long as your saving throw. On a success, they get off in time. On a failure, they
Primordial Power remains at or above that milestone. When take 3d8 bludgeoning damage and fall off. The monolith does not
your Primordial Power drops and reaches the milestone return to the ground.
again, you may make a different choice.
30 Primordial Power
The DC for effects that requires saving throws equals your Fire: Whenever an enemy within 20 feet of you is hit by an attack that
spell save DC. deals fire damage, they are set aflame. They have disadvantage on all
attack rolls and take 2d6 fire damage at the start of their turns. They
The effects of Ascendancy stop when you become must make a Dexterity saving throw to end the effect at the
unconscious. beginning of each of their turns.
Water: Whenever an enemy starts their turn within 10 feet of you,
they succeed on a Strength Saving throw or be grappled. They can
Ascendancy features make a Strength Saving throw at the beginning of each of their turns.
The grapple ends on a success.
5 Primordial Power Air: A lightning storm rages around you. Every enemy that starts their
Fire: Enemies within 10 feet of you wearing medium or heavy armor turn within 30 feet of you takes twice your Wisdom modifier
take 1d4 fire damage at the start of each of their turns. lightning damage. Their movement speed is halved until the end of
Water: You gain a swimming speed of 30 feet. their turn.
Air: Your walking speed increases by 10 feet. Earth: Shards of rock erupt from the ground and soar around the
Earth: All the ground in a 10 foot radius around you becomes difficult battlefield. Every ranged attack within 60 feet of you has
terrain. You are unaffected by this difficult terrain. disadvantage. As a bonus action on each of your turns you can direct
shards to crash into the ground. Choose 15x15 feet area within 30
10 Primordial Power
feet of you. Anyone in that space must make Dexterity saving throw.
Fire: You gain resistance to fire and cold damage.
They take 4d8 bludgeoning damage on a fail and half as much on a
Water: You gain resistance to acid and bludgeoning damage.
success.
Air: You gain resistance to thunder and lightning damage.
Earth: You gain resistance to slashing and piercing damage. 35 Primordial Power
Primordial Avatar: You may take an extra action on each of your turns,
15 Primordial Power
you may only make one attack instead of two when using the attack
Fire: Your Elemancy attacks gain + 5 feet range.
action on this extra action.
Water: You gain a 1d4 bonus to all saving throws.
Elemental Demi-God: You gain +2 on all ability scores, to a maximum
Air: You may use your bonus action to take the dodge or disengage
of 22. Any feature that gets extra uses because of this, has the use
action.
immediately available, including your maximum and current hit
Earth: You gain a +1 bonus to your armor class.
points. You do not regain those uses when you take this feature for
20 Primordial Power the second time per long rest.
Fire: Whenever you are hit with a melee attack, the attacker takes 1d6
45 primordial Power
fire damage.
When you reach 35 primordial power, you may choose a second
Water: Whenever you take bludgeoning, piercing, or slashing damage,
effect for all of the aforementioned milestones.
you may subtract 1d4 from that damage.
Casting spells no longer costs Primordial Power
Air: You gain a flying speed of 20 feet.
Earth: You cannot be pushed back or knocked prone.
Extra Attack Force of Nature
Beginning at 10th level, you can attack twice, instead of once, At 20th level, the primordial forces stand beside you. once per
whenever you take the Attack action on your turn. long rest, you can use a bonus action to submerge yourself in
primordial energy. For the next minute you gain resistance
Primordial access against fire, cold, lightning and bludgeoning damage.
Starting at 18th level, you can access small portions of When another source already gives you resistance for these
primordial power regardless of whether you are in combat or damage types, and when you are hit with that damage type,
not. As a bonus action, you may increase your primordial you may use your reaction to reflect half of the incoming
power to a maximum of 6. damage back on the dealer of that damage.
You may use this feature an amount of times equal to your For the duration of this effect, your maximum Primordial
wisdom modifier and regain all uses on a long rest. Power increases to 45.
Primordial Connections
Resolve
You have a goal and are so determined to complete it that you
will not allow your enemies or your physical limits to get in
your way. Whether it is sworn vengeance, your conviction to
rescue a loved one, or a conviction to protect the world from
the grasp of an evil mage, you gain your strength and
inhuman resolve through your raw determination. You gain
the following class features.
Undying Tenacity
Starting at 3rd level, when you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a long rest.
Audacious Charge
Your willpower overshadows your care for your own
wellbeing.
Starting at 6th level, as a bonus action on your turn, you may
attempt to extract more power from the primordial realms
than is available to you. Make a DC 14 constitution saving
throw. On a succes, you gain 1d4 Primordial Power. On a fail,
you take 2d6 damage. This damage cannot be prevented in
any way.
Outburst
Starting at 11th level, in a moment of pure determination, you
refuse to loose. As an action, you may draw upon every ounce
of power available to you. You completely deplete your
Primordial Power.
You explode in pure primordial energy. Everyone except you
within 20 ft of you must make a Dexterity saving throw. They
take 1d4 damage for every Primordial Power expanded this
way on a fail or half on a success. A quarter of this damage is
fire, A quarter is cold, a quarter is lightning and a quarter is
bludgeoning.
You may use this feature once per long rest
Convictive Strikes
Starting at 15th level, the heat of the fight sparks your hatred,
causing your Elemancy attacks to be more extreme.
For every 10 Primordial Power you have, your Elemancy
attacks deal 1d4 more damage of the appropriate damage
type.
Tranquility
There is power in peace. Whether someone taught you this
lesson or you figured it out yourself through many years of
isolation, elementists whose primordial connection is that of
tranquility try to focus on that quiet in the center of chaos,
drawing their strength from tranquility around them. You
gain the following class features.
Equanimous Rejuvenation
Starting at 3rd level, when you grant someone temporary hit
points, you may instead heal them for this amount instead.
You may use this feature an amount of times equal to your
proficiency bonus and regain all uses upon completing a long
rest.
Meditative Essence
Starting at 6th level, you learn to block out impulses from the
outside and focus yourself fully on the primordial well within
you. On your turn, you may choose to meditate. Doing so
takes your full movement action, bonus action and action, as
well as your reaction. When you meditate, you gain
resistance to all damage until the beginning of your next turn,
and you gain 2d4 Primordial Power at the beginning of your
next turn.
You may use this feature an amount of times equal to your
Wisdom modifier and regain all uses on a long rest.
Undisturbed Serenity
When you are focusing on the tranquility, you feel every
motion that disturbs the flow of elements around you.
Starting at 11th level, you can use this knowledge of your
surroundings to safeguard those around you.
When an ally within 10ft of you is hit with an attack, you may
use your reaction to bend the elements around the attack and
redirect it. You may add 1d6 to the armor class of your ally,
potentially causing the attack to miss. You may use this
feature after you know roll of the attack. You may use this
feature an amount of times equal to your wisdom modifier.
Transcendence
Starting at 15th level, your tranquility radiates outwards,
affecting allies around you.
Whenever an ally within 30ft of you gains temporary hit
points, they gain 1d4 extra temporary hit points for every 10
Primordial Power you have.
Inspiratation
Your powers may come from the world around you, but you Primordial Ally
draw your strength from the people inhabiting it with you.
You prefer can extract power from your Primordial well by Armor Class 14 + 1 for every other Primordial Ally
knowing that these people stand beside you. within 30 feet
Hit Points 32
Inspirational Speaker Speed 30 feet
Starting at 3rd level, you gain advantage on charisma
(persuation) checks.
STR DEX CON INT WIS CHA
Aura of Inspiration
8 (-1) 13 (+1) 15 (+2) 7 (-2) 13 (+1) 16 (+3)
As the presence of others inspires you to fight, your presence
also inspires others. Starting at 3rd level, you may use your Saving Throws Charisma
action to inspire yourself and allies within 30ft of you until Damage Resistances Fire, Cold, Lightning,
the beginning of your next turn. Some aura's require a Bludgeoning, Thunder.
mimimum amount of Primordial Power to be used. Condition Immunities Charmed, Exhaustion
Languages Common, Primordial
You may use this feature an amount of times equal to your
charisma modifier and regain all uses upon completing a Spell save DC: 15 + 1 for every other Primordial Ally
short rest. within 30 feet
Unity Your Primordial Allies deal +1 damage and grant +1
Starting that 6th level, your motivation to dig deeper into your temporary hit points for every other Primordial Ally
Primordial Power well increases as more allies stand by your within 30ft
side. Each primordial ally takes the same action on its
turn, you may choose different Elements when using
At the beginning of each of your turns, you gain +1 Elemancy or the the Whirl of Elements action.
Primordial Power, to a maximum of the amount of allies Actions
within 60ft of you.
Elemancy. Your Primordial Ally can make one of your
Loyal Forces Elemancy attacks
Starting at 11th level, primordial beings stand by your side in Whirl of Elements. Your Primordial Ally can cast one
battle. of your Whirl of Elements cantrips
One Primordial Ally appears beside you for every 10 Protection. Your primordial ally protects one
Primordial Power you have. It disappears when it is reduced creature within 5 feet of it. That creature gains +1
to 0 hp, or when you lose the required Primordial Power. AC until the beginning of your next turn.
When a primordial ally dies, it cannot return by reaching that
same milestone again until you have completed a long rest. Collective Protection
Your Primordial Allies can take the form of any creature your Starting at 15th level, you learn to travel through the
choose, as long as you can recollect what this creature looks primordial planes to protect the allies for whom you fight.
like, and their presence inspires you. The Primordial Ally
shares your alignment and initiative. When an ally within 10ft of you is hit with an attack, you may
use your reaction to create a rift trough the primordial realm
You must use your bonus action to command your Primordial between your locations and swap location. You take the
Allies to take the attack action. If you do not, they will move to damage instead.
the closest ally and use the protect action on their turn.
You can use this feature an amount of times equal to your
wisdom modifier and regain all uses upon completing a long
Aura of Inspiration Table rest.
Name Minimum PP Effect
Inspired Effort 0 +Your Charisma modifier on a check of your choice (Minimum of +1)
Fleet Footwork 0 +10 feet movement speed
Collective Determination 5 Advantage on saving throws against a condition of your choice
Solid Ground 5 You can't be moved against your will and nobody can enter your tile without your permission
Harmonized Harm 10 +Your Charisma modifier on weapon damage rolls (mimimum of +1)
Synergized Fortitude 15 +Your Charisma modifier on all saving throws (mimimum of +1)
United Protection 25 Reduce the damage of all incoming attacks by 1d4
Undying Resolve 35 Whenever someone is reduced to 0 hit points, they can drop to 1 instead
1st Level 4th Level
Absorb Elements Control Water
Burning Hands Elemental Bane
Create or Destroy Water Fire Shield
Detect Magic Freedom of Movement
Earth Tremor Hallucinatory Terrain
Feather Fall Ice Storm
Fog Cloud Stone Shape
Frost Fingers Stoneskin
Ice Knife Storm Sphere
Jump Wall of Fire
Longstrider Watery Sphere
Zephyr Strike Widogast's Web of Fire
2nd Level 5th Level
Aganazzar's Scorcher Cloudkill
Continual Flame Cone of Cold
Dragon's Breath Control Winds
Dust Devil Flame Strike
Earthbind Maelstrom
Flaming Sphere Steel Wind Strike
Gust of Wind Transmute Rock
Heat Metal Wall of Stone
Icingdeath's Frost Wrath of Nature
Maximillian's Earthen Grasp
Misty Step
Pyrotechnics
Schorching Ray
Shatter
Snilloc's Snowball Storm
Skywrite
3rd Level
Call Lightning
Elemental weapon
Erupting Earth
Fireball
Flame arrows
Flame Stride
Fly
Gaseous Form
Lightning bold
Meld into Stone
Sleet Storm
Stinking Cloud
Tidal Wave
Wall of Sand
Wall of Water
Water Breathing
Water Walk
Wind Wall
Art Credits
Azula - Ross Tran

Elementist Avatar State - Odical


Weaver - property of ArenaNet
Earth Elemental - Kekai Kotaki
Chandra - Steve Argyl
Meditation - Lucas Parolin
Elementalist - Jhon Guytan
This class is my first attempt at a homebrew Elemental Icons - Goul_20
class. I enjoy looking at other people's
Glyph of Storms - MagicnaAnavi
homebrew work and in so doing realized that
most classes are made based on repetitive
mechanics and very easy to play. Whereas I
understand the importance of clarity in the
game, I also believe there should be options out
there for experienced players who wish for more
challenge and decision making in combat. My
mission with this class was to take one of my all
time favorite fantasy class ideas, the
elementalist, and make one that is refreshing,
with new mechanics and more challanging in
play.

I would like to thank the awesome community at


r/UnearthedArcana for their feedback on my
work and the compliments they gave me.

Tertanum

Cover Art: Ross Tran

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