Elementalist - 3rd Party

You concentrate your arcane studies on the power inherent to one of the Elemental Planes.   Wizard Specialty   Elementalists believe in the superiority of their chosen element above all others, and they aren’t shy about making that fact known. Elementalists are sometimes secluded researchers, but more often they’re adventurous types who sign on with groups that can appreciate their singular talents.   Elemental Savant   Beginning when you select this specialty at 2nd Level, choose one element from the table below. That element becomes the focus of your study. You can speak, read, and write the language associated with your focus element, and the associated damage type is used by other features as noted.  
Element Language Damage Type
Air Auran Lightning or Thunder
Earth Terran Blugeoning
Fire Ignan Fire
Water Aquan Cold
  Some Spells are associated with your focus element. The gold and time you must spend to copy a spell associated with your chosen element into Your Spellbook is halved. The spell list for each focus element is given below. Spells marked with an asterisk appear in this book.   Focus Element: Air   Cantrips—Shocking Grasp, wind lash* 1st level—Fog Cloud, Thunderwave, Wind Tunnel* 2nd level—Gust of Wind, rolling thunder* 3rd level—Call Lightning, Lightning Bolt, Wind Wall 4th level—Conjure Minor Elementals 5th level—Conjure Elemental 6th level—Chain Lightning 9th level—Storm of Vengeance   Focus Element: Earth   Cantrips—Acid Splash, pummelstone* 2nd level—Acid Arrow 3rd level—jeweled fissure* 4th level—Conjure Minor Elementals, earthskimmer*, Stone Shape 5th level—Conjure Elemental, Wall of Stone 6th level—entomb*, Move Earth 8th level—caustic torrent*, Earthquake   Focus Element: Fire   Cantrips—Fire Bolt, Produce Flame 2nd level—fire darts*, Flaming Sphere, Heat Metal, Scorching Ray 3rd level— Fireball 4th level—Conjure Minor Elementals, Fire Shield, flame wave*, Wall of Fire 5th level—Conjure Elemental 7th level—Delayed Blast Fireball 8th level—Incendiary Cloud 9th level—Meteor Swarm, pyroclasm*   Focus Element: Water   Cantrips—Ray of Frost 1st level—Create or Destroy Water, tidal barrier* 3rd level—frozen razors*, riptide*, Sleet Storm 4th level—Conjure Minor Elementals, Control Water 5th level—Cone of Cold, Conjure Elemental, frostbite* 6th level—drown*, Freezing Sphere, Wall of Ice   Elemental Mastery   Starting at 2nd Level, you learn Techniques called masteries to channel elemental magic into your being and your Spells.   Masteries: You learn two masteries of your choice, which are detailed under “Masteries” below. You learn one additional mastery of your choice at 6th, 10th, and 14th levels. Each time you learn a new mastery, you can also replace one mastery you know with a different one.   Substitute Elements   Beginning at 6th level, you can funnel Elemental Essence through your damage-dealing Spells. When you Cast a Spell that deals damage, you can change the damage to the type associated with your focus element.   Absorb Elements   Starting at 10th level, when you would take damage of the type associated with your focus element, you can use a Reaction to take no damage and regain a number of hit points equal to half the damage you would have taken. You can use this feature even if you have Resistance or immunity to that damage type from another source. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.   Irresistible Strike   At 14th level, your elemental damage Spells are unstoppable. Your Spells that deal damage of the type associated with your focus element ignore immunity to that damage type. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.   Masteries   Masteries are specialized Techniques you can use to augment your Spellcasting. Unless noted otherwise, you can use only one mastery on a given spell. The masteries are presented in alphabetical order.   Elemental Adaptation   Prerequisite: 14th level   You add Plane Shift to Your Spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. You can Travel only to the elemental plane associated with your focus element, or to the Material Plane. While you are on the elemental plane, you aren’t harmed by the normal Conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, and Swimming for water). You regain the ability to cast Plane Shift with this mastery when you finish a Long Rest.   Elemental Binding   Prerequisite: 10th level   You add Planar Binding to Your Spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your focus element. If the elemental fails its saving throw, it gains Temporary Hit Points equal to your Wizard level. You regain the ability to cast Planar Binding with this mastery when you finish a Long Rest.   Elemental Bulwark   Prerequisite: 6th level   You gain Resistance to the damage type associated with your focus element, and you have advantage on Constitution Saving Throws made to maintain Concentration on Spells that involve your focus element.   Elemental Command   As an action, you can charm an elemental creature for as long as you maintain Concentration as if concentrating on a spell, for up to 1 hour. If you or your companions damage the Charmed elemental or take any harmful action against it, the Charmed condition ends immediately. When this condition ends for a given elemental, it is immune to being Charmed by you for 24 hours.   Elemental Erosion   Prerequisite: 10th level   After you damage a target with a spell that deals the damage type associated with your focus element, the target gains vulnerability to that damage type until the end of your next turn. You can use this feature twice. You regain all expended uses when you finish a short or Long Rest.   Ignite   Prerequisite: Elemental focus (fire)   When you deal fire damage to a target with a spell of 1st level or higher, you can use a Bonus Action to cause the target to catch fire. At the start of its next turn, the creature takes half as much fire damage as it originally took from the spell, and the flames go out. This damage can be prevented if an ally within 5 feet uses an action to put out the flames. If you damage more than one target with the spell, choose just one to catch fire.   Overwhelming Onslaught   Prerequisite: 14th level   When you damage a creature with a spell of 1st level or higher that deals the damage type associated with your focus element, you can weave a lingering aura of elemental energy around the target. At the start of its turn, the creature must make a Constitution saving throw. On a failed save, it takes 4d6 damage of the type dealt by the spell and is Stunned until the start of its next turn. On a successful save, it takes half the damage and the Effect ends.   You can use this feature twice. You regain all expended uses when you finish a short or Long Rest.   Stony Refuge   Prerequisite: Elemental focus (earth)   When you Cast a Spell of 1st level or higher, you can use a Bonus Action to create a hovering slab of stone that interposes itself between you and one creature of your choice within 60 feet. Until the end of your next turn, the slab provides half cover to you against attacks from the chosen creature.   Sweeping Spell   Prerequisite: Elemental focus (water)   When you Cast a Spell of 1st level or higher, you can use a Bonus Action to create a sweeping wave of water that drenches a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice.   Wind Blast   Prerequisite: Elemental focus (air)   When you Cast a Spell of 1st level or higher, you can use a Bonus Action to create a line of wind 20 feet long and 5 feet wide. Each creature in the line must make a successful Strength saving throw or take 1d6 slashing damage and be pushed 10 feet away from you in the direction of the line.

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