Display h2 to h5 headings
toc_min_heading_level: 2
toc_max_heading_level: 5
Elementalist

Attribute |
Value |
Hit Die |
d8 |
HP/level |
5 |
Weapon Prof. |
tbd |
Armor Prof. |
Light, Medium (natural materials only) |
Saving Throws |
Con, Wis |
Level |
Special Ability |
1 |
Elemental Attunement, Elemental Boon |
2 |
Mark of the Wild |
3 |
Elemental Boon (2nd) |
4 |
Dual Attunement |
5 |
Elemental Boon (3rd) |
6 |
One With the Elements |
7 |
Elemental Boon (4th) |
8 |
Balance of Nature |
9 |
Elemental Boon (5th) |
10 |
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11 |
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12 |
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13 |
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14 |
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15 |
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16 |
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17 |
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18 |
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19 |
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20 |
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Abilities
Mark of the Wild
You have the Mark of the Wild, designating you a friend of nature, granting various benefits at all times. You can imbue up to (TBD) allies with this mark.
Rank |
Benefits |
1 |
Naturally-occuring creatures gain +1 attitude toward you |
1 |
Natural extremes of heat and cold do not bother you |
2 |
Difficult terrain does not slow you, and you leave no tracks |
2 |
Natural winds (shy of a hurricane) do not impede you |
2 |
You can breathe underwater and swim as quickly as you can move on land |
3 |
You are sustained in the wild, requiring no food and drink |
3 |
Naturally-occurring creatures gain +2 attitude toward you |
3 |
You are protected from the effects of prevailing pressure (either positive or negative) |
One With the Elements
When you use Elemental Attunement, you gain additional defenses:
Element |
Benefit |
Animal |
Resist 50% damage from animal's natural attacks |
Fire |
Resist 50% fire damage |
etc...
Dual Attunement
You can attune to two elements at a time. You need not attune to both with a single use of Elemental Attunement--you could, for example, attune to one element, and wait until some contigency to decide on another element.
Balance of Nature
When you spend 5 mana on a single element, you can use Elemental Attunement (as a swift action) to swap that element to another one.
Elemental Boons
Pick an element, get a boon.
Air
- Zephyr: Your Gust of Wind can pull and slide, and do other more dextrous things.
- Static Charge: Your lightning damage spells cause a static cling, inflicting half the original damage as soon as the target moves (within the next 2 rounds).
- Dissolution: You can cast Mist Form as a reaction to incoming damage.
- Uplift: You can use Cyclone to levitate yourself (without the usual ill effects)
Animals
- Animal Friends: You can use Beast Tongue to make permanent minions out of animals.
- Wild Shape: You can shift into minor animal forms (basic 5e ability).
- Improved Wild Shape: Shift into more powerful forms.
- Wild Magic: You can cast Animal spells while in Wild Shape. If you have other shapes from other feats, you can cast the appropriate school in that form.
- Warg: You can establish a rapport with an animal telepathically, and share its senses.
Death
Earth
- Earthen Shield: You can use the Block reaction to create temporary walls of earth to block medium damage.
- Magic Stone: you can touch stones and turn them into powerful ranged weapons.
- Tremorsense: you gain blindsense within 10 squares, sensing the location of any creatures touching the same ground you touch
Fire
- Flame of Life: your flames do not harm natural vegetation or your allies. In fact, they cause the former to grow wildly and the latter to be healed for half the normal damage.
Frost
- Ice Armor: You gain a free Frost Barrier at all times (when desired), which recharges with a short rest.
- Regenerating Ice Wall: Holes in your Wall of Ice cause cold damage to those passing through, and re-form ice a round after the opening is made.
Plants
- Shillelagh: you can touch a stick and turn it into a powerful weapon (heavy damage, martial trait of your choice).
- Thorns: When Barkskin is active, sharp thorns sprout from you, inflicting medium piercing damage to anyone who strikes you in melee. Entangled enemies are also damaged each time they attempt to escape.
- Plant Shape: You can Wild Shape into plants.
Shaman
- Elemental Form: Become an elemental for a short period.
- Totemic Weapon: Imbue weapon with elemental energy, granting bonus damage and effects to weapon strikes.
Channeler
- Eye of the Storm: Each round you maintain Control Winds, it increases in radius. You gain a free Gust of Wind within the radius each round. You can levitate while channeling.
- Maelstrom: Each round you maintain Control Water, it increases in radius. Other stuff happens.
- Wild Growth: Each round you maintain Control Plants, it increases in radius. While using it, you can freely Entangle one target each round. The area becomes difficult terrain for enemies.
- Firestorm: Each round you maintain Produce Flame, it increases in intensity. You can use 1 Mana uses freely once per round. Enemies within (insert radius here) suffer light fire damage on turn start.
Elemental Attunement
At-will, swift; you attune yourself to a single element. Thereafter, you gain a number of powers specific to that element. You may use this power again after a short rest. When used again, you lose the previous attunement.
Spells
To gain access to spells, use the Elemental Attunement ability.
General
Rank |
Power |
Description |
1 |
Summon Elemental |
Summon an earth, fire, air, or water elemental |
2 |
Elemental Shield |
Shield of fire, frost, or other elements protects you and has other effects |
Air
Rank |
Power |
Description |
0 |
Gust of Wind |
Blast target away from you |
1 |
Control Wind |
Create and control winds in an emanation |
1 |
Lightning Strike |
Zap enemy with lightning damage |
1 |
Rejuvenation |
Heals an ally for a portion of their HP reserve |
2 |
Cyclone |
Winds trap target and move them around |
2 |
Thin Air |
Vacuum asphyxiates, prevents speech and verbal spellcasting |
2 |
Mist Form |
Dissolve yourself into a cloud of mist |
3 |
Chain Lightning |
Strike enemy with lightning, which chains to other targets |
3 |
Flight |
Fly |
Animal
Rank |
Power |
Description |
0 |
Beast Tongue |
Speak to animals, attempt to charm or compel them |
1 |
Roar |
Primal scream terrifies enemies. |
1 |
Summon Animal |
Call and control an animal appropriate to the environment |
1 |
Infestation |
Swarm of insects or small vermin harass target |
2 |
Bloodlust |
Target gains bonus melee damage and movement rate, but can't take complex mental actions like spellcasting |
Death
Rank |
Power |
Description |
1 |
Spores |
Puff of spores causes various debilitations |
1 |
Fester |
wound grows bacteria and insect infestation, causing necrotic damage and disease |
1 |
Sporeling |
animate a recently-dead corpse as an undead using spores |
2 |
Deathblossom |
beautiful, deadly plant siphons life energy and heals allies |
3 |
Spore Form |
you're a cloud of spores |
Earth
Rank |
Power |
Description |
1 |
Fist of Stone |
Strike a foe with earthen fist, or grasp them |
1 |
Stomp |
wave of force knocks enemies down and causes damage |
1 |
Earth Shape |
Change earth in an area; make it muddy or spiky, form walls and obstacles, etc. |
2 |
Tremor |
As you concentrate, the earth trembles, knocking down foes and disrupting movement and concentration |
2 |
Meld into Stone |
sink into the earth, emerge somewhere else |
2 |
Stoneskin |
ablative defense |
3 |
Wall of Stone |
Wall blocks all effects |
3 |
Entomb |
Seal enemy in the earth, rendering them helpless |
3 |
Control Earth |
Move chunks of natural earth en masse; create pits, openings in walls, etc |
Fire
Rank |
Power |
Description |
0 |
Produce Flame |
Blast enemies with fire (free short range single target, or long-range or cone for Mana) |
1 |
Inner Fire |
Object heats up, bursting into flames if flammable, causing searing heat to anyone touching it (e.g. weapons and armor) |
1 |
Firelash |
"Whip" of living flame can harm enemies, bind them, etc (concentration) |
2 |
Fire Shield |
Sheathe of flame burns enemies who touch you |
2 |
Wall of Fire |
Wall of fire burns those who cross it |
3 |
Lava Surge |
Earth melts into lava |
3 |
Rebirth |
Dying or recently-deceased ally returns to life in a burst of flame |
Frost
Rank |
Power |
Description |
0 |
Fingers of Frost |
You can chill with a touch; you can form objects from ice |
1 |
Sleet Storm |
Area becomes slick with wet ice |
1 |
Frost Barrier |
Icy armor absorbs damage |
1 |
Hypothermia |
Draw heat from creature, causing frost damage and debilitations |
2 |
Ice Lance |
Icy spike causes piercing frost damage; more likely to critically hit a chilled or rooted target |
2 |
Wall of Ice |
Wall of ice blocks line of sight and effect, can be broken through |
2 |
Howling Winds |
Frigid winds carrying snow and ice conceal you and harm enemies |
3 |
Freeze |
Freeze enemy in a block of ice (or yourself) |
3 |
Frost Bomb |
Slow-moving bomb causes intense cold damage when it goes off |
Relevant boons:
- Icewalker: walk on water by freezing it
Plants
Rank |
Power |
Description |
0 |
Control Plants |
Grow or reduce natural plants, attempt to compel plant creatures |
1 |
Entangle |
Vines and roots immobilize target |
1 |
Barkskin |
Grow bark around your skin to protect you (gain +AC) |
2 |
Wall of Thorns |
Wall obstructs, also grabs nearby targets |
2 |
Lifebloom |
Blossom releases healing energy to allies |
3 |
Briar Patch |
Area entangles all enemies |
3 |
Animate Tree |
|
Water
Rank |
Power |
Description |
0 |
Control Water |
Manipulate the movement of water in an area |
0 |
Obscuring Mist |
Mist grants concealment |
1 |
Storm Surge |
Blast of water pushes foes |
1 |
Drown |
Conjured water attempts to drown a foe |
1 |
Dessicate |
Dehydrate target, causing necrotic damage |
2 |
Healing Rain |
Magical rain heals allies |
2 |
Standing Wave |
Water defies gravity and moves as you direct, forming a wall, sphere, or other shape |
2 |
Water Jet |
Focused beam of water causes damage, can cut through stone and metal |
3 |
Bottomless Depth |
Vortex attempts to draw enemy in the Elemental Plane of Water |
3 |
Blood Bending |
Telekinetically control water-based creatures |
Spirit
Rank |
Power |
Description |
1 |
Spirit Animal |
Summon a nature spirit that provides boons to you and allies |
2 |
Spirit of Vengeance |
Summon an animal spirit, of the spirit of a fallen ally |
Paths
Path |
Description |
Shifter |
Advanced wild shape |
Shaman |
Blends melee combat with elementalism |
Elemental Lord |
Take on an elemental form |
Blight lord |
Deathy |
Channeler |
Control the battlefield with large elemental manifestations |
Flower Something |
Create many blossoms on battlefield that can damage enemies, protect allies, control enemies, etc |
Feats
- Quick Wild Shape: wild shape as a swift action
- Beast Magic: cast Animal spells while in wild shape