Elementalist

Elementalist

Characters

Attribute Value
Hit Die d6
HP/level 4
Weapon Prof. None
Armor Prof. None
Saving Throws Con, Wis

Elementalists are invokers of the Inner Planes. Yada yada yada.

Think Druid without all that tree-hugging stuff. I mean, they can do that if they want, but it's not a requirement.

Spellcasting

Foo Bar
Spell List See below
Spell Knowledge 2/level + 4 cantrips
Casting Skill Bond or Dominance
Preparation Not needed
Spell DC Set by skill check
Mana 2/level

Spellcasting skill

Choose one of the following skills:

You use this skill to cast spells. This skill sets the DC for your spells, and is used as an attack roll when called for.

Spell Knowledge

At character creation, select 2 spells from the Elementalist list per level, plus 4 cantrips.

Each level thereafter, add 2 more spells of your choice of any appropriate rank (including cantrips).

Level Required Max Rank
1 1
5 2
10 3
15 4
20 5

Spell List

Rituals

You do not need to use your Spells Known on rituals; you may cast any ritual on this list that you are high enough level to case.

Rank 0

Rank 1

Rank 2

Rank 3

Rank 4

Rank 5

General

Rank 0

Ideas

Air

Rank 0

Assault

Control

Defense

Enhancement

Healing

Mobility

Shaping

Utility

Rank 1

Assault

Control

Defense

Enhancement

Healing

Mobility

Shaping

Utility

Rank 2

Assault

Control

Defense

Enhancement

Healing

Mobility

Shaping

Utility

Rank 3

Others

Earth

Rank 0

Rank 1

Rank 2

Rank 3

Ideas

Fire

Bindings

Rituals

Rank 0

Rank 1

Rank 2

Rank 3

Rank 4

Synergy

Ideas

Frost

Rank 0

Rank 1

Rank 2

Life

Rank 0

Rank 1

Rank 2

Ideas:

Rank 3

Synergy

Ideas

Spirit

Rank 0

Rank 1

Rank 2

Ideas

Water

Ritual

Cantrips

Rank 1

Rank 2

Rank 3

Rank 4

Ideas

Paths

Channeler

Level Abilities
2 Elemental Alignment
6 Unleash the Elements
10 Eye of the Storm
14 tbd
18 tbd

Elemental Alignment

Once per round, as a free action, you can choose one Elementalist school to align with. This manifests in a tangible way--for instance, aligning with Air may cause winds to whip around, sparks of lightning to form from your fingertips, etc. Choosing a new element cancels the effect from any previous element.

The effect of this is that you gain Resistance to an appropriate damage type (see below), and enhancements to spellcasting within that school, namely:

Unleash the Elements

Swift, 2 Mana, ranged; you open a portal to a chosen elemental plane in the designated space. This causes a number of effects:

Closing the portal requires you to spend 1 action and pass a Charisma save against your own spell. If you fail, it remains open, although you may retry. You must be conscious to attempt this.

The portal can be contained or closed by other practitioners using magic that normal affects portals, extraplanar travel, etc.

Totem Warrior

Level Abilities
2 Totemic Weapon, Totemic Shield
6 Shock
10 Greater Totemic Weapon
14 tbd
18 tbd

Totemic Weapon

You may bind a totemic spirit to your weapon or shield. It is a free action to bind a spirit into one or both held weapons and shields, replacing any currently bound spirits. You are proficient with any totemic weapon or shield.

Weapon Effects

Shield Effects

Shock

earth shock, frost shock, etc

Greater Totemic Weapon

Ideas:

Flameborn

You can become a fire elemental.

Level Abilities
2 Flame On!
6 Elemental Discorporation
10 Better Flame On?
14
18

Flame On!

At will, as a free action, you are engulfed in flames that do not harm you. In this state, you gain substantial benefits:

However, you must spend 1 point of Mana per round to sustain this effect.

Elemental Discorporation

You may discorporate your body into a pure elemental form, becoming indistinguishable from that element. This can be used in two ways:

Better Flame On! (ugh)

You may upgrade your elemental form as follows, but it costs 2 Mana per round.

Ideas

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  • Invoker
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  • Psion
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  • WIP
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