Difference between revisions of "User:Armond/Sandbox/Elementalist"

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m (Renaming Pure Attunements to Full Attunements and Absolute Attunements to Pure Attunements)
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|actiontype=Minor Action
 
|actiontype=Minor Action
 
|effect=The target gains resist 2 to all damage until the end of your next turn.
 
|effect=The target gains resist 2 to all damage until the end of your next turn.
|extra='' Level 11:'' Increase resistance to 5.<br>'''Pure Venus Attunement:''' The resistance equals 5 + your Constitution modifier.<br>'''Magma Attunement:''' Any attack made against the target also deals fire damage to the attacker equal to the amount of damage this power resisted.<br>'''Life Attunement:''' The target can spend a healing surge and regain additional hit points equal to  your Wisdom modifier.<br>'''Absolute Venus Attunement:''' The target also gains a power bonus to all defenses equal to your Constitution modifier (minimum 1).
+
|extra='' Level 11:'' Increase resistance to 5.<br>'''Full Venus Attunement:''' The resistance equals 5 + your Constitution modifier.<br>'''Magma Attunement:''' Any attack made against the target also deals fire damage to the attacker equal to the amount of damage this power resisted.<br>'''Life Attunement:''' The target can spend a healing surge and regain additional hit points equal to  your Wisdom modifier.<br>'''Pure Venus Attunement:''' The target also gains a power bonus to all defenses equal to your Constitution modifier (minimum 1).
 
}}
 
}}
  
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|trigger=A creature within range makes an attack.
 
|trigger=A creature within range makes an attack.
 
|effect=The creature takes your choice of a bonus or penalty to the attack equal to one-half your Dexterity modifier.
 
|effect=The creature takes your choice of a bonus or penalty to the attack equal to one-half your Dexterity modifier.
|extra='''Lightning Attunement:''' If you grant a penalty, the target takes 2d4 + Charisma modifier lightning damage. If you grant a bonus, the target gains a +1 bonus to all defenses until the beginning of your next turn.<br>'''Pure Jupiter Attunement:''' You may use this power twice per encounter. If you have not yet used this power during the encounter, you may spend both uses of this power to increase the value of the bonus or penalty to your Dexterity modifier.<br>'''Ice Attunement:''' If you grant a penalty, the target is slowed until the end of its next turn. If you grant a bonus, the target gains temporary hit points equal to 1d8 + your Wisdom modifier.
+
|extra='''Lightning Attunement:''' If you grant a penalty, the target takes 2d4 + Charisma modifier lightning damage. If you grant a bonus, the target gains a +1 bonus to all defenses until the beginning of your next turn.<br>'''Full Jupiter Attunement:''' You may use this power twice per encounter. If you have not yet used this power during the encounter, you may spend both uses of this power to increase the value of the bonus or penalty to your Dexterity modifier.<br>'''Ice Attunement:''' If you grant a penalty, the target is slowed until the end of its next turn. If you grant a bonus, the target gains temporary hit points equal to 1d8 + your Wisdom modifier.
 
|special=You may announce the bonus or penalty after the dungeon master declares the damage total.
 
|special=You may announce the bonus or penalty after the dungeon master declares the damage total.
 
}}
 
}}
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|actiontype=Immediate Reaction
 
|actiontype=Immediate Reaction
 
|effect=The target gains temporary hit points equal to your Wisdom modifier.
 
|effect=The target gains temporary hit points equal to your Wisdom modifier.
|extra=''Level 11:'' Increase temporary hit points to 5 + Wisdom modifier.<br>''Level 21:'' Increase temporary hit points to 10 + Wisdom modifier.<br>'''Pure Mercury Attunement:''' You may instead spend a healing surge to heal the target for your healing surge value plus your Wisdom modifier.<br>'''Absolute Mercury Attunement:''' If you spent a healing surge, the target also succeeds on a saving throw.
+
|extra=''Level 11:'' Increase temporary hit points to 5 + Wisdom modifier.<br>''Level 21:'' Increase temporary hit points to 10 + Wisdom modifier.<br>'''Full Mercury Attunement:''' You may instead spend a healing surge to heal the target for your healing surge value plus your Wisdom modifier.<br>'''Pure Mercury Attunement:''' If you spent a healing surge, the target also succeeds on a saving throw.
 
|special=Use of this power does not count against your limit of one reaction per round; however, you may not target the same creature with this power more than once per encounter.
 
|special=Use of this power does not count against your limit of one reaction per round; however, you may not target the same creature with this power more than once per encounter.
 
}}
 
}}
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|actiontype=Free Action
 
|actiontype=Free Action
 
|effect=Your next attack made before the end of your turn deals additional damage equal to your Charisma modifier (minimum 1) to all targets or grants one target fire vulnerability equal to your Charisma modifier (minimum 1) until the end of the encounter.
 
|effect=Your next attack made before the end of your turn deals additional damage equal to your Charisma modifier (minimum 1) to all targets or grants one target fire vulnerability equal to your Charisma modifier (minimum 1) until the end of the encounter.
|extra=''Level 11:'' Increase additional damage or fire vulnerability to 5 + Charisma modifier (minimum 5).<br>'''Level 21 and Magma Attunement:''' You knock prone all targets affected by the attack.<br>'''Level 21 and Lightning Attunement:''' You may gain a bonus to the attack roll equal to your Dexterity modifier and slide all affected targets one square. This cancels the prone effect of qualifying for Magma Attunement.<br>'''Absolute Mars Attunement:''' The targets of the attack take ongoing fire damage equal to twice your Charisma modifier split evenly between all targets (minimum 1, save ends). The targets take a -2 penalty to saving throws against this effect.
+
|extra=''Level 11:'' Increase additional damage or fire vulnerability to 5 + Charisma modifier (minimum 5).<br>'''Level 21 and Magma Attunement:''' You knock prone all targets affected by the attack.<br>'''Level 21 and Lightning Attunement:''' You may gain a bonus to the attack roll equal to your Dexterity modifier and slide all affected targets one square. This cancels the prone effect of qualifying for Magma Attunement.<br>'''Pure Mars Attunement:''' The targets of the attack take ongoing fire damage equal to twice your Charisma modifier split evenly between all targets (minimum 1, save ends). The targets take a -2 penalty to saving throws against this effect.
 
}}
 
}}
  
At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned purely to his first element, or he may choose to become Attuned to a ''composite'' of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates restriction on casting spells of opposite elements. The following table can be used to quickly reference what Attunements a Paragon-tier elementalist qualifies for. Note that elementalists that qualify for Pure elemental Attunements are prohibited from casting spells of an opposite element.
+
At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned more fullly to his first element, or he may choose to become Attuned to a ''composite'' of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates restriction on casting spells of opposite elements. The following table can be used to quickly reference what Attunements a Paragon-tier elementalist qualifies for. Note that elementalists that qualify for Full elemental Attunements are prohibited from casting spells of an opposite element before level 21.
  
 
{| class="d20 zebra" style="text-align:left;"
 
{| class="d20 zebra" style="text-align:left;"
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| Venus
 
| Venus
 
| Venus
 
| Venus
| Venus and Pure Venus Attunements
+
| Venus and Full Venus Attunements
 
|-
 
|-
 
| Venus
 
| Venus
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| Mars
 
| Mars
 
| Mars
 
| Mars
| Mars and Pure Mars Attunements
+
| Mars and Full Mars Attunements
 
|-
 
|-
 
| Mars
 
| Mars
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| Jupiter
 
| Jupiter
 
| Jupiter
 
| Jupiter
| Jupiter and Pure Jupiter Attunements
+
| Jupiter and Full Jupiter Attunements
 
|-
 
|-
 
| Jupiter
 
| Jupiter
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| Mercury
 
| Mercury
 
| Mercury
 
| Mercury
| Mercury and Pure Mercury Attunements
+
| Mercury and Full Mercury Attunements
 
|}
 
|}
  
The elementalist chooses a final Attunement at level 21. The following table can be used to quickly reference what Attunements an Epic-tier elementalist qualifies for, organized by which elements he chose at 1st and 11th levels. Note that elementalists that qualify for Absolute elemental Attunements are prohibited from casting spells of an opposite element.
+
The elementalist chooses a final Attunement at level 21. The following table can be used to quickly reference what Attunements an Epic-tier elementalist qualifies for, organized by which elements he chose at 1st and 11th levels. Note that elementalists that qualify for Pure elemental Attunements are prohibited from casting spells of an opposite element.
  
 
{| class="d20 zebra" style="text-align:left;"
 
{| class="d20 zebra" style="text-align:left;"
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| Venus
 
| Venus
 
| Venus
 
| Venus
| Venus, Pure Venus, and Absolute Venus Attunements
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| Venus, Full Venus, and Pure Venus Attunements
 
|-
 
|-
 
| Venus
 
| Venus
 
| Venus
 
| Venus
 
| Mars
 
| Mars
| Venus, Pure Venus, Mars, and Magma Attunements
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| Venus, Full Venus, Mars, and Magma Attunements
 
|-
 
|-
 
| Venus
 
| Venus
 
| Venus
 
| Venus
 
| Mercury
 
| Mercury
| Venus, Pure Venus, Mercury, and Life Attunements
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| Venus, Full Venus, Mercury, and Life Attunements
 
|-
 
|-
 
|
 
|
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| Mars
 
| Mars
 
| Venus
 
| Venus
| Venus, Pure Venus, Mars, and Magma Attunements
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| Venus, Full Venus, Mars, and Magma Attunements
 
|-
 
|-
 
| Venus
 
| Venus
 
| Mars
 
| Mars
 
| Mars
 
| Mars
| Venus, Mars, Pure Mars, and Magma Attunements
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| Venus, Mars, Full Mars, and Magma Attunements
 
|-
 
|-
 
| Venus
 
| Venus
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| Mercury
 
| Mercury
 
| Venus
 
| Venus
| Venus, Pure Venus, Mercury, and Life Attunements
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| Venus, Full Venus, Mercury, and Life Attunements
 
|-
 
|-
 
| Venus
 
| Venus
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| Mercury
 
| Mercury
 
| Mercury
 
| Mercury
| Venus, Mercury, Pure Mercury, and Life Attunements
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| Venus, Mercury, Full Mercury, and Life Attunements
 
|-
 
|-
 
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| Venus
 
| Venus
 
| Venus
 
| Venus
| Mars, Venus, Pure Mars, and Magma Attunements
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| Mars, Venus, Full Mars, and Magma Attunements
 
|-
 
|-
 
| Mars
 
| Mars
 
| Venus
 
| Venus
 
| Mars
 
| Mars
| Mars, Pure Mars, Venus, and Magma Attunements
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| Mars, Full Mars, Venus, and Magma Attunements
 
|-
 
|-
 
| Mars
 
| Mars
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| Mars
 
| Mars
 
| Venus
 
| Venus
| Mars, Pure Mars, Venus, and Magma Attunements
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| Mars, Full Mars, Venus, and Magma Attunements
 
|-
 
|-
 
| Mars
 
| Mars
 
| Mars
 
| Mars
 
| Mars
 
| Mars
| Mars, Pure Mars, and Absolute Mars Attunements
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| Mars, Full Mars, and Pure Mars Attunements
 
|-
 
|-
 
| Mars
 
| Mars
 
| Mars
 
| Mars
 
| Jupiter
 
| Jupiter
| Mars, Pure Mars,  Jupiter, and Lightning Attunements
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| Mars, Full Mars,  Jupiter, and Lightning Attunements
 
|-
 
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| Jupiter
 
| Jupiter
 
| Mars
 
| Mars
| Mars, Pure Mars, Jupiter, and Lightning Attunements
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| Mars, Full Mars, Jupiter, and Lightning Attunements
 
|-
 
|-
 
| Mars
 
| Mars
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| Jupiter
 
| Jupiter
 
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| Mars, Jupiter, Pure Jupiter, and Lightning Attunements
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| Mars, Jupiter, Full Jupiter, and Lightning Attunements
 
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| Mars
 
| Mars
 
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| Mars
| Jupiter, Mars, Pure Mars, and Lightning Attunements
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| Jupiter, Mars, Full Mars, and Lightning Attunements
 
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| Jupiter
 
| Jupiter
 
| Mars
 
| Mars
 
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| Jupiter, Pure Jupiter, Mars, and Lightning Attunements
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| Jupiter, Full Jupiter, Mars, and Lightning Attunements
 
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| Jupiter
 
| Jupiter
 
| Mars
 
| Mars
| Jupiter, Pure Jupiter, Mars, and Lightning Attunements
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| Jupiter, Full Jupiter, Mars, and Lightning Attunements
 
|-
 
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| Jupiter
| Jupiter, Pure Jupiter, and Absolute Jupiter Attunements
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| Jupiter, Full Jupiter, and Pure Jupiter Attunements
 
|-
 
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| Mercury
 
| Mercury
| Jupiter, Pure Jupiter, Mercury, and Ice Attunements
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| Jupiter, Full Jupiter, Mercury, and Ice Attunements
 
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| Mercury
 
| Mercury
 
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| Jupiter, Pure Jupiter, Mercury, and Ice Attunements
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| Jupiter, Full Jupiter, Mercury, and Ice Attunements
 
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| Jupiter
 
| Jupiter
 
| Mercury
 
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| Jupiter, Mercury, Pure Mercury, and Ice Attunements
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| Jupiter, Mercury, Full Mercury, and Ice Attunements
 
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| Venus
 
| Venus
 
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| Mercury, Venus, Pure Venus, and Life Attunements
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| Mercury, Venus, Full Venus, and Life Attunements
 
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| Venus
 
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| Mercury, Pure Mercury, Venus, and Life Attunements
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| Mercury, Full Mercury, Venus, and Life Attunements
 
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| Jupiter
 
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| Jupiter
 
| Jupiter
| Mercury, Jupiter, Pure Jupiter, and Ice Attunements
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| Mercury, Jupiter, Full Jupiter, and Ice Attunements
 
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| Mercury, Pure Mercury, Jupiter, and Ice Attunements
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| Mercury, Full Mercury, Jupiter, and Ice Attunements
 
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| Mercury
 
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| Mercury, Pure Mercury, Venus, and Life Attunements
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| Mercury, Full Mercury, Venus, and Life Attunements
 
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| Mercury
 
| Mercury
 
| Mercury
 
| Mercury
 
| Jupiter
 
| Jupiter
| Mercury, Pure Mercury, Jupiter, and Ice Attunements
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| Mercury, Full Mercury, Jupiter, and Ice Attunements
 
|-
 
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| Mercury
 
| Mercury
 
| Mercury
 
| Mercury
 
| Mercury
 
| Mercury
| Mercury, Pure Mercury, and Absolute Mercury Attunements
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| Mercury, Full Mercury, and Pure Mercury Attunements
 
|}
 
|}
  

Revision as of 19:21, 8 March 2011

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Author: Armond (talk)
Date Created: 11:15, 16 February 2011 (UTC)
Status: lol.
Editing: Review requested (to-do list)
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Elementalist

It is no secret that the elements can be bent to the will of a skilled user. What is secret is how this is done, and how the user survives.

Class Traits

Class Traits
Role: Striker.
Power Source: Elemental.
Key Abilities: Intelligence; Constitution, Dexterity, Wisdom, Charisma; see text
 
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implement(s): Rods, Staffs
Bonus to Defense: None.
 
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
 
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana, Bluff, Dungeoneering, Endurance, Heal, Insight, Intimidate, Nature, Perception.
 
Build Options: Venus Elementalist, Mars Elementalist, Jupiter Elementalist, Mercury Elementalist.
Class Features: Elemental Attunement, Elemental Augmentation


ELEMENTALIST OVERVIEW

Characteristics: You are nothing if not versatile. Depending on your choice of powers, you may excel at controlling groups of enemies, defending your allies, or even denying your foes their own abilities - but whatever you do, damage is always a big part of it.

Religion: man no one knows what gods them crazy ethreals worship anyway

Races: Ethreals are natural elementalists. Humans are also common elementalists. Other races are rare, but tend to focus on one element above the rest (fire for Arukhen, wind for deruk etc).

Creating an Elementalist

Elementalist builds rely entirely on the elementalist's Attunement (see Elemental Attunement, below). An elementalist who uses the powers of elements to which he is not Attuned will be far less effective. Every elementalist relies on Intelligence; every elementalist has a secondary stat reliant upon his Elemental Attunement (Constitution for Venus, Charisma for Mars, Dexterity for Jupiter, and Wisdom for Mercury). Because elementalists can eventually specialize in two or even three elements, they rarely find a use for Strength.

Venus Elementalist

You hold sway over the raw earth, from pebbles and boulders to stone and clay and dirt. The unliving ground below your feet is yours to command. Your powers focus on a balance between protection and assault. You strengthen your allies with the stability of the earth and crush your foes with the might of the earth. Intelligence drives most of your attack skills, but Constitution powers your strongest defensive skills. Focus on powers that let you defend your allies and prevent your foes from harming you; it may help to consider yourself partially a Defender in addition to a Striker.

Suggested Feat: (Human Feat:)
Suggested Skills:
Suggested Encounter Power:
Suggested Daily Power:

Mars Elementalist

Oh god fire. Lots and lots of fire. As a Mars elementalist, your focus is entirely on damage. The more damage you can do, the better. Intelligence is your most important stat, but Charisma is a close contender. Every fire spell deals damage dependent on your Charisma, and some have secondary effects that are also reliant on Charisma. You are as pure a Striker as an elementalist gets; select powers that let you deal as much damage as possible to as many foes as possible, or set your foes up to take a huge hit the next turn.

Suggested Feat: (Human Feat:)
Suggested Skills:
Suggested Encounter Power:
Suggested Daily Power:

Jupiter Elementalist

Yours is the power of the wind, the clouds, and the mind. Your powers perhaps lack some damage compared to other elementalists', but you make up for it by controlling the battlefield. Sheets of wind reposition enemies and allies alike into spaces more advantageous for your designs. Other elementalists offer foes a choice: stay where you are, or walk into my trap. Your finesse combines the two options into one unavoidable fate. Intelligence is your best stat, but Dexterity controls everything that makes a Jupiter elementalist unique. It also increases your defenses; you are less sturdy than if you had chosen another specialization. Choose powers that maximize your control over the battlefield and your foes, including powers that punish your foe for taking action against your allies or aiding his own. You can be as much a Controller as a Striker.

Suggested Feat: (Human Feat:)
Suggested Skills:
Suggested Encounter Power:
Suggested Daily Power:

Mercury Elementalist

Mercury is the domain of water, both frigid and soothing. Mercury powers focus on restricting movement, defensive utility, and, of course, dealing significant amounts of damage. Higher level elementalists can learn a small measure of healing spells. In that sense, the Mercury elementalist shares traits with Strikers, Controllers, and Leaders. Intelligence is their best ability, followed closely by Wisdom. Choose powers that set your opponents up for combos from your allies, and don't neglect your damage spells. Add defensive utility and healing spells when and if you can afford them.

Suggested Feat: (Human Feat:)
Suggested Skills:
Suggested Encounter Power:
Suggested Daily Power:

Elementalist Class Features

All elementalists share these class features.

Elemental Attunement

Each elementalist chooses one of the four elements to specialize in at 1st level. Choosing this element is very important; elementalist powers have very different effects depending on the specialization of the caster. Specializing in an element grants you certain benefits; however, you cannot cast spells of an opposite element (denoted by its keywords) unless that power is composed of two or more elements.

Venus: You hold sway over the powers of the earth. Venus is the opposite of Jupiter. You gain a +2 bonus to your Fortitude defense. You also gain a +2 bonus to your choice of Dungeoneering or Endurance checks. Finally, you gain an additional two hit points, plus an additional hit point for each level past 1st, and gain the Blessing of Earth power.

Mars: Your powers focus on fire and heat. Mars is the opposite of Mercury. You gain a +1 bonus to your Reflex and Will defenses. You also gain a +2 bonus to your choice of Bluff or Intimidate checks. Finally, you gain the Wrath of Dragons power.

Jupiter: You channel the forces of wind with borderline psychic proficiency. Jupiter is the opposite of Venus. You gain a +2 bonus to your Reflex defense. You also gain a +2 bonus to your choice of Insight or Perception checks. Finally, you gain the Intervening Gust power.

Mercury: Your spells deal with water, fog, and cold. Mercury is the opposite of Mars. You gain a +2 bonus to your Will defense. You also gain a +2 bonus to your choice of Heal or Nature checks. Finally, you gain the Soothing Waters power.

Blessing of Earth
Elementalist Class Feature
You grant an ally the stability of the earth itself.
Encounter ✦ Venus
Minor Action Ranged 10
Target: One creature
Effect: The target gains resist 2 to all damage until the end of your next turn.
Level 11: Increase resistance to 5.
Full Venus Attunement: The resistance equals 5 + your Constitution modifier.
Magma Attunement: Any attack made against the target also deals fire damage to the attacker equal to the amount of damage this power resisted.
Life Attunement: The target can spend a healing surge and regain additional hit points equal to your Wisdom modifier.
Pure Venus Attunement: The target also gains a power bonus to all defenses equal to your Constitution modifier (minimum 1).

Intervening Gust
Elementalist Class Feature
A quick puff of wind knocks a foe's hand astray or guides an ally's attack.
Encounter ✦ Jupiter
Immediate Interrupt Ranged 10
Trigger: A creature within range makes an attack.
Target: The triggering creature
Effect: The creature takes your choice of a bonus or penalty to the attack equal to one-half your Dexterity modifier.
Lightning Attunement: If you grant a penalty, the target takes 2d4 + Charisma modifier lightning damage. If you grant a bonus, the target gains a +1 bonus to all defenses until the beginning of your next turn.
Full Jupiter Attunement: You may use this power twice per encounter. If you have not yet used this power during the encounter, you may spend both uses of this power to increase the value of the bonus or penalty to your Dexterity modifier.
Ice Attunement: If you grant a penalty, the target is slowed until the end of its next turn. If you grant a bonus, the target gains temporary hit points equal to 1d8 + your Wisdom modifier.
Special: You may announce the bonus or penalty after the dungeon master declares the damage total.

Soothing Waters
Elementalist Class Feature
Your mastery of the Mercury element augments healing around you.
At-Will ✦ Mercury
Immediate Reaction Ranged 10
Trigger: You or an ally within range regains hit points.
Effect: The target gains temporary hit points equal to your Wisdom modifier.
Level 11: Increase temporary hit points to 5 + Wisdom modifier.
Level 21: Increase temporary hit points to 10 + Wisdom modifier.
Full Mercury Attunement: You may instead spend a healing surge to heal the target for your healing surge value plus your Wisdom modifier.
Pure Mercury Attunement: If you spent a healing surge, the target also succeeds on a saving throw.
Special: Use of this power does not count against your limit of one reaction per round; however, you may not target the same creature with this power more than once per encounter.

Wrath of Dragons
Elementalist Class Feature
You give it your all, draining elemental energy from the surrounding area to cast a single extremely powerful spell.
Daily ✦ Mars
Free Action Personal
Effect: Your next attack made before the end of your turn deals additional damage equal to your Charisma modifier (minimum 1) to all targets or grants one target fire vulnerability equal to your Charisma modifier (minimum 1) until the end of the encounter.
Level 11: Increase additional damage or fire vulnerability to 5 + Charisma modifier (minimum 5).
Level 21 and Magma Attunement: You knock prone all targets affected by the attack.
Level 21 and Lightning Attunement: You may gain a bonus to the attack roll equal to your Dexterity modifier and slide all affected targets one square. This cancels the prone effect of qualifying for Magma Attunement.
Pure Mars Attunement: The targets of the attack take ongoing fire damage equal to twice your Charisma modifier split evenly between all targets (minimum 1, save ends). The targets take a -2 penalty to saving throws against this effect.

At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned more fullly to his first element, or he may choose to become Attuned to a composite of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates restriction on casting spells of opposite elements. The following table can be used to quickly reference what Attunements a Paragon-tier elementalist qualifies for. Note that elementalists that qualify for Full elemental Attunements are prohibited from casting spells of an opposite element before level 21.

First Attunement Second Attunement Total of all Attunements
Venus Venus Venus and Full Venus Attunements
Venus Mars Venus, Mars, and Magma Attunements
Venus Mercury Venus, Mercury, and Life Attunements
Mars Venus Mars, Venus, and Magma Attunements
Mars Mars Mars and Full Mars Attunements
Mars Jupiter Mars, Jupiter, and Lightning Attunements
Jupiter Mars Jupiter, Mars, and Lightning Attunements
Jupiter Jupiter Jupiter and Full Jupiter Attunements
Jupiter Mercury Jupiter, Mercury, and Ice Attunements
Mercury Venus Mercury, Venus, and Life Attunements
Mercury Jupiter Mercury, Jupiter, and Ice Attunements
Mercury Mercury Mercury and Full Mercury Attunements

The elementalist chooses a final Attunement at level 21. The following table can be used to quickly reference what Attunements an Epic-tier elementalist qualifies for, organized by which elements he chose at 1st and 11th levels. Note that elementalists that qualify for Pure elemental Attunements are prohibited from casting spells of an opposite element.

First Attunement Second Attunement Third Attunement Total of all Attunements
Venus Venus Venus Venus, Full Venus, and Pure Venus Attunements
Venus Venus Mars Venus, Full Venus, Mars, and Magma Attunements
Venus Venus Mercury Venus, Full Venus, Mercury, and Life Attunements
Venus Mars Venus Venus, Full Venus, Mars, and Magma Attunements
Venus Mars Mars Venus, Mars, Full Mars, and Magma Attunements
Venus Mars Mercury Venus, Mars, Mercury, Life, and Magma Attunements
Venus Mars Jupiter Venus, Mars, Jupiter, Lightning, and Magma Attunements
Venus Mercury Venus Venus, Full Venus, Mercury, and Life Attunements
Venus Mercury Mars Venus, Mercury, Mars, Life, and Lightning Attunements
Venus Mercury Jupiter Venus, Mercury, Jupiter, Life, and Ice Attunements
Venus Mercury Mercury Venus, Mercury, Full Mercury, and Life Attunements
Mars Venus Venus Mars, Venus, Full Mars, and Magma Attunements
Mars Venus Mars Mars, Full Mars, Venus, and Magma Attunements
Mars Venus Mercury Mars, Venus, Mercury, Magma, and Life Attunements
Mars Venus Jupiter Mars, Venus, Jupiter, Magma, and Lightning Attunements
Mars Mars Venus Mars, Full Mars, Venus, and Magma Attunements
Mars Mars Mars Mars, Full Mars, and Pure Mars Attunements
Mars Mars Jupiter Mars, Full Mars, Jupiter, and Lightning Attunements
Mars Jupiter Venus Mars, Jupiter, Venus, Lightning, and Magma Attunements
Mars Jupiter Mars Mars, Full Mars, Jupiter, and Lightning Attunements
Mars Jupiter Mercury Mars, Jupiter, Mercury, Lightning, and Ice Attunements
Mars Jupiter Jupiter Mars, Jupiter, Full Jupiter, and Lightning Attunements
Jupiter Mars Venus Jupiter, Mars, Venus, Lightning, and Magma Attunements
Jupiter Mars Mars Jupiter, Mars, Full Mars, and Lightning Attunements
Jupiter Mars Jupiter Jupiter, Full Jupiter, Mars, and Lightning Attunements
Jupiter Mars Mercury Jupiter, Mars, Mercury, Lightning, and Ice Attunements
Jupiter Jupiter Mars Jupiter, Full Jupiter, Mars, and Lightning Attunements
Jupiter Jupiter Jupiter Jupiter, Full Jupiter, and Pure Jupiter Attunements
Jupiter Jupiter Mercury Jupiter, Full Jupiter, Mercury, and Ice Attunements
Jupiter Mercury Venus Jupiter, Mercury, Venus, Ice, and Life Attunements
Jupiter Mercury Mars Jupiter, Mercury, Mars, Ice, and Lightning Attunements
Jupiter Mercury Jupiter Jupiter, Full Jupiter, Mercury, and Ice Attunements
Jupiter Mercury Mercury Jupiter, Mercury, Full Mercury, and Ice Attunements
Mercury Venus Venus Mercury, Venus, Full Venus, and Life Attunements
Mercury Venus Mars Mercury, Venus, Mars, Life, and Magma Attunements
Mercury Venus Jupiter Mercury, Venus, Jupiter, Life, and Ice Attunements
Mercury Venus Mercury Mercury, Full Mercury, Venus, and Life Attunements
Mercury Jupiter Venus Mercury, Jupiter, Venus, Ice, and Life Attunements
Mercury Jupiter Mars Mercury, Jupiter, Mars, Ice, and Lightning Attunements
Mercury Jupiter Jupiter Mercury, Jupiter, Full Jupiter, and Ice Attunements
Mercury Jupiter Mercury Mercury, Full Mercury, Jupiter, and Ice Attunements
Mercury Mercury Venus Mercury, Full Mercury, Venus, and Life Attunements
Mercury Mercury Jupiter Mercury, Full Mercury, Jupiter, and Ice Attunements
Mercury Mercury Mercury Mercury, Full Mercury, and Pure Mercury Attunements

Elemental Augmentation

Since the Cataclysm, the very nature of elemental power has been unstable, chaotic, and malleable. An elementalist can augment his spells by drawing deeper upon the powers of the elements - at risk to himself.

The elementalist knows augmentations according to his Attunements - an elementalist with Venus Attunement knows Venus Augmentation, an elementalist with Mars Attunement knows Mars Augmentation, and so forth. If he has multiple Attunements, he may only apply one augmentation to any particular spell. The elementalist may not augment more than three spells per encounter.

Venus Augmentation: You may choose for any spell with the Venus keyword to deal 2 additional damage per die rolled and knock one target prone. If you do, you are knocked prone and take damage equal to your Constitution modifier.

Mars Augmentation: You may choose for any spell with the Mars keyword to deal 3 additional damage per die rolled. If you do, you take 1 damage per die rolled.

Jupiter Augmentation: You may choose for any spell with the Jupiter keyword to deal 2 additional damage per die rolled and push one secondary target one square. If you do, you take damage equal to your Dexterity modifier.

Mercury Augmentation: You may choose for any spell with the Mercury keyword to deal 2 additional damage per die rolled and slow all targets (save ends). If the spell would slow the target, it instead immobilizes the target until the end of its next turn. After using this augmentation, you take damage equal to your Wisdom modifier and are slowed until all targets affected by this augmentation succeed their saving throws.

Elementalist Powers

Your elemental powers are called spells, and while they are very different from the pure arcane arts of a wizard or sorcerer in terms of focus, appearance, and capability, they share many other attributes.

Full power list here.


{{4e Classes Breadcrumb}} [[Category:4e]] [[Category:User]] [[Category:Base Class]] [[Category:Class]]