Water Elementalist 2
Class Group | Wizard |
---|---|
Ability Score Requirements | Intelligence 9 Constitution 15 |
Prime Requisite | Intelligence |
Races Allowed | Humanoids |
Alignments Allowed | Any |
The Water Elementalist | Spell | Slots | per | Spell | Level | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | XP Needed | Hit Dice (d4) | THAC0/BAB | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 0 | 1 | 20/+0 | 1+11 | — | — | — | — | — | — | — | — |
2 | 3,000 | 2 | 20/+0 | 2+11 | — | — | — | — | — | — | — | — |
3 | 6,000 | 3 | 20/+0 | 2+11 | 1+11 | — | — | — | — | — | — | — |
4 | 12,000 | 4 | 19/+1 | 3+11 | 2+11 | — | — | — | — | — | — | — |
5 | 24,000 | 5 | 19/+1 | 4+11 | 2+11 | 1+11 | — | — | — | — | — | — |
6 | 48,000 | 6 | 19/+1 | 4+11 | 2+11 | 2+11 | — | — | — | — | — | — |
7 | 72,000 | 7 | 18/+2 | 4+11 | 3+11 | 2+11 | 1+11 | — | — | — | — | — |
8 | 105,000 | 8 | 18/+2 | 4+11 | 3+11 | 3+11 | 2+11 | — | — | — | — | — |
9 | 160,000 | 9 | 18/+2 | 4+11 | 3+11 | 3+11 | 2+11 | 1+11 | — | — | — | — |
10 | 285,000 | 9+1 | 17/+3 | 4+11 | 4+11 | 3+11 | 2+11 | 2+11 | — | — | — | — |
11 | 425,000 | 9+2 | 17/+3 | 4+11 | 4+11 | 4+11 | 3+11 | 3+11 | — | — | — | — |
12 | 850,000 | 9+3 | 17/+3 | 4+11 | 4+11 | 4+11 | 4+11 | 4+11 | 1+11 | — | — | — |
13 | 1,235,000 | 9+4 | 16/+4 | 5+11 | 5+11 | 5+11 | 4+11 | 4+11 | 2+11 | — | — | — |
14 | 1,610,000 | 9+5 | 16/+4 | 5+11 | 5+11 | 5+11 | 4+11 | 4+11 | 2+11 | 1+11 | — | — |
15 | 1,985,000 | 9+6 | 16/+4 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 2+11 | 1+11 | — | — |
16 | 2,370,000 | 9+7 | 15/+5 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 2+11 | 1+11 | — |
17 | 2,755,000 | 9+8 | 15/+5 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 3+11 | 2+11 | — |
18 | 3,140,000 | 9+9 | 15/+5 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 3+11 | 2+11 | 1+11 |
19 | 3,525,000 | 9+10 | 14/+6 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 3+11 | 3+11 | 1+11 |
20 | 3,910,000 | 9+11 | 14/+6 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 4+11 | 3+11 | 3+11 | 2+11 |
Class Features
Hit Points
Hit Dice (Levels 1-9): 1d4 + HP Adjustment per levelHit Dice (Levels 10+): +1 HP per level
Starting Equipment
Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.Using the Alternate Starting Wealth house rule, the water elementalist can instead begin play with a spellbook and 30 gp or the following pre-selected equipment:
Combat Proficiency
- Cannot wear armor and cast spells at the same time.
- Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.
Proficiencies
Non-Weapon Proficiencies
- Starts with 4 Non-Weapon Proficiencies.
- Gains a Non-Weapon Proficiency every multiuple of 3 levels (level 3, 6, 9, 12, 15, 18).
- Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.
- Can choose a Non-Weapon Proficiency at +1 cost from any other category.
Weapon Proficiencies
- Starts at Level 1 with 1 Weapon Proficiency Slot
- -5 Penalty to hit with weapons without proficiency.
- Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).
Spellbook
Restricted Schools
Water Elementalists cannot learn spells from the the element of Water unless that spell is also from the element of Water.Learn Spells Roll
The learn spell roll can be found by looking up the Intelligence Ability Score table.Starting Spells
There are multiple rules for how to obtain your starting spells, and your GM will choose which option you will be using.Guaranteed Versatility
- At 1st-level the spell book contains 5 spells.
- 1 of the starting spells must be read magic
- The water elementalist then gains one offensive, one defensive, and one other spell. The final spell is a randomly chosen spell from the element of Water.
- The water elementalist need not make a Learn Spells roll for any of these spells as they are assumed to have learned them over the course of their long apprenticeship.
Fast Learner
- At 1st-level the spell book contains 3d4 1st-level spells.
- 2 of the starting spells must be read magic and detect magic.
- The rest of the starting spells can be chosen from universal magic spells (1st-level spells only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells. The water elementalist can also choose one spell from the school of Abjuration (1st-level spells only) without making a learn spells roll.
- The GM may assign you spells instead to start with.
Spells of Choice
- At 1st-level, the water elementalist chooses 1st-level spells they wish to gain and must roll learn spells checks for each spell, stopping when all 1st-level spells have been exhausted or when the elementalist has learned their maximum number of spells.
- No spells are guaranteed using this method, and there is a chance that the water elementalist starts with 0 spells, having to resort to finding spells through other means and fighting with weapons until that point.
Learning New Spells
- Can only learn spells of a level for which you have spell slots.
- Can learn a spell from another's spell book with a learn spells roll.
- Gain 1 spell when leveling up. This spell must be from the element of Water, and must be approved by the DM.
- The maximum number of spells you can learn per level can be found by looking up the Intelligence Ability Score table.
Casting Spells
- A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
- The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
- A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.
Special Features
- +25% Spell Learning Chance when attempting to learn spells of the element of Water.
- +15% Spell Learning Chance when attempting to learn spells of the elements of Air or Earth.
- -25% Spell Learning Chance when trying to learn spells that do not relate to the elements.
- Barred from learning spells of the element of Fire.
- Able to memorize an extra spell of each level, as long as it is taken from the element of Water.
- +2 bonus to saving throws against spells from the element of Water.
- Victims take a -2 penalty when making saving throws against spells of the element of Water.
- Research spells from the element of Water as if it were one level lower than their actual level.
- Do not automatically gain a spell on level up, unlike other specialist wizards.
- Able to cast, once per day, one memorized spell of their element as if the caster were 1d4 level higher
- Affects range, duration, area of effect, and damage, if applicable.
- At 11th level, no need to concentrate to control an water elemental that was summoned through Conjure Elemental.
- At 14th level, there is no chance for a summoned elemental to turn on the elementalist.
Saving Throws
Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
---|---|---|---|---|---|
1-5 | 14 | 11 | 13 | 15 | 12 |
6-10 | 13 | 9 | 11 | 13 | 10 |
11-15 | 11 | 7 | 9 | 11 | 8 |
16-20 | 10 | 5 | 7 | 9 | 6 |
21+ | 8 | 3 | 5 | 7 | 4 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Water Elementalist Spells
1st-Level
2nd-Level
3rd-Level
4th-Level
5th-Level
6th-Level
7th-Level
8th-Level
9th-Level
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This article will be expanded upon in the future
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