Difference between revisions of "Elementalist (5e Sorcerous Origin)"

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== Elementalist ==
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An Elementalist is someone who was born to control and make use of the 4 Elements: Water, Earth, Fire and Air. These arcanists can exploit their powers at their will, focusing on one at a time or mixing them to defeat their enemies, protect their allies, and over all maintain the balance in the elements.
  
 
== Elemental Bond ==
 
== Elemental Bond ==
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Starting at 1st level, your ties to the elements give you the power to control them. You learn additional spells when you reach certain levels in this class. The spells learnt by this ability depend on the elemental stance you choose: water, earth, fire or air. Each elemental stance provides a different list of spells, as shown in the Elementalist Spells table. Each of these spells count as a Sorcerer spell for you, but it doesn't count against the number of spells you know. You can only get the spell list from the Elemental Stance you choose to start on at the beginning of the day.
 
Starting at 1st level, your ties to the elements give you the power to control them. You learn additional spells when you reach certain levels in this class. The spells learnt by this ability depend on the elemental stance you choose: water, earth, fire or air. Each elemental stance provides a different list of spells, as shown in the Elementalist Spells table. Each of these spells count as a Sorcerer spell for you, but it doesn't count against the number of spells you know. You can only get the spell list from the Elemental Stance you choose to start on at the beginning of the day.
  
{{5e Subclass Spells Table
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{| class="zebra d20"
|name=Elementalist
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|class=Sorcerer
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<div>{{Anchor|Elementalist Spells}}</div>
|spells1= Armor of Agathys
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|-
|spells3= Misty Step
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! Sorcerer Level
|spells5= Sleet Storm
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! Water<br/>Spells
|spells7= Control Water
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! Earth<br/>Spells
|spells9= Maelstrom
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! Fire<br/>Spells
}}
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! Air<br/>Spells
 
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|-
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|1||Armor of Agathys||Earth Tremor||Hellish Rebuke||Thunderwave
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|-
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|3||Misty Step||Spike Growth||Heat Metal||Gust of Wind
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|5||Sleet Storm||Erupting Earth||Fireball||Wind Wall
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|7||Control Water||Stone Shape||Flame Shield||Freedom of Movement
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|-
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|9||Maelstrom||Wall of Stone||Immolation||Control Winds
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|}
  
 
=== Elemental Stances ===
 
=== Elemental Stances ===

Revision as of 05:05, 16 July 2021

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Author: ElElfoJoa (talk)
Date Created: July 16th, 2021
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Elementalist

An Elementalist is someone who was born to control and make use of the 4 Elements: Water, Earth, Fire and Air. These arcanists can exploit their powers at their will, focusing on one at a time or mixing them to defeat their enemies, protect their allies, and over all maintain the balance in the elements.

Elemental Bond

Starting at 1st level, your ties to the elements give you the power to control them. You learn additional spells when you reach certain levels in this class. The spells learnt by this ability depend on the elemental stance you choose: water, earth, fire or air. Each elemental stance provides a different list of spells, as shown in the Elementalist Spells table. Each of these spells count as a Sorcerer spell for you, but it doesn't count against the number of spells you know. You can only get the spell list from the Elemental Stance you choose to start on at the beginning of the day.

Elementalist Spells

Sorcerer Level Water
Spells
Earth
Spells
Fire
Spells
Air
Spells
1 Armor of Agathys Earth Tremor Hellish Rebuke Thunderwave
3 Misty Step Spike Growth Heat Metal Gust of Wind
5 Sleet Storm Erupting Earth Fireball Wind Wall
7 Control Water Stone Shape Flame Shield Freedom of Movement
9 Maelstrom Wall of Stone Immolation Control Winds

Elemental Stances

Also at 1st level, you are able to commune with the elements, granting you benefits depending on which stance you choose. Each stance grants you a different benefit at 1st level and again at 6th, 14th and 18th.

  • Water Stance: At 1st level while you are on your Water Stance, you gain a swimming speed equal to your walking speed and can walk on water. In addition, you know the Shape Water cantrip while on this Stance.
  • Earth Stance: At 1st level while you are on your Earth Stance, you can climb rocky surfaces as if you had a climbing speed and you are not affected by non-magical difficult terrain. In addition, you know the Mold Earth cantrip while on this Stance.
  • Fire Stance: At 1st level while you are on your Fire Stance, you can make your flames burn brighter. When you roll Fire damage on your turn, you can add a bonus to damage equal to your Charisma modifier (minimum of 1). You also know the Control Flames cantrip while on this Stance.
  • Air Stance: At 1st level while you are on your Air Stance, your speed increases by 5 feet as the winds favour your movement. This speed increases to 10 feet at 10th level. You also know the Gust cantrip while on this Stance.

You can change stances at the end of a long rest. Changing your Elemental Stance does not change the Spells you know from the Elementalist Spells list. Starting at 10th level, you can change stances at the end of a short or long rest.

Level 6 Features

At 6th level your control over the elements grows inside you. You get the following benefits From your Elemental Stances:

  • Water Stance: At 6th level, your Water Stance coats you with a magical icy armour that protects you from high heat. You are resistant to Fire Damage while you are on Water Stance.
  • Earth Stance: At 6th level you becomes tougher as a layer of earth covers your skin. While you are on your Earth Stance, you are resistant to Bludgeoning damage and you have advantage on Athletics checks against being shoved or knocked prone.
  • Fire Stance: At 6th level, your flames can penetrate the toughest of foes. When you roll Fire damage on your turn, you can treat any 1 on the damage die as a 2. This number increases to 3 at 14th level.
  • Air Stance: At 6th level, you can use the winds to protect yourself from some attacks. While you are on your Air Stance, ranged weapon attacks made against you are made at disadvantage.

Level 14 features

Starting at 14th level, you can manifest the elements more often as you are able to change between them faster than ever. As a bonus action, you can spend 2 Sorcery Points to change to a different Elemental Stance of your choice.

In addition, you get the following benefits from your Elemental Stances:

  • Water Stance: At 14th level, while you are on your Water Stance, you can use a bonus action to give yourself Temporary Hit points equal to your Charisma modifier (minimum of 1).
  • Earth Stance: At 14th level you can coat yourself in stone as you enter a defensive state. As an action, you gain the following benefits for 1 minute or until you go unconscious:

• Your speed is reduced by 20 feet and you are bound to the ground, not able to fly or levitate by any means. You also gain tremorsense in a radius of 60 feet. • You gain resistance to Bludgeoning, Piercing and Slashing damage from non-magical attacks. • Your speed can't be slowed by any other means and you are immune to the Prone condition and being pushed.

You can use this feature once per short or long rest.

  • Fire Stance: At 14th level, immediately after you cast a spell of 1st level or higher, you use a bonus action to give yourself a flying speed of 10 feet. This movement does not provoke opportunity attacks. Any creature within 5 feet of you when you use this speed takes 3d6 Fire damage as you retreat in a fiery rush.
  • Air Stance: At 14th level, the winds encourage you to lift yourself from the ground. You gain a flying speed equal to your walking speed as long as you are in your Air Stance.

Level 18 Features

At 18th level you finally master the four elements and are able to use them to their full power. You gain the following benefits from your Elemental Stances:

  • Water Stance: At 18th level, when you are on your Water Stance you can summon a rain of aiding water to protect your allies and harm your enemies. As an action, choose a point you can see within 60 feet. A soothing rain pours down in a 40ft radius cylinder, any creature of your choice that starts its turn inside the cylinder gains Temporary Hit Points equal to (2d8+half your level in this class), those healed by this effect can end one condition afflicting them, the condition can be blinded, deafened, paralyzed, or poisoned. This rain lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). You can maintain this benefit active even if you later change to a different Elemental Stance. You can use this feature once per long rest.
  • Earth Stance: At 18th level, when you are on your Earth Stance you can use an action to gain resistance to Bludgeoning, Piercing and Slashing damage for 1 minute. This benefit persists even if you later change to a different Elemental Stance. You can use this feature once per long rest.
  • Fire Stance: At 18th level, when you are on your Fire Stance you call upon the raw power of the Fire Element and rip a Comet out of its orbit, and impose upon it your own orbit. A Comet appears at a point within 300 feet of you and remains stationary for up to 1 minute or until you drop concentration (as if you were concentrating on a spell) or go unconscious. The comet has an AC of 20, 250 Hit Points and is immune to Fire damage and non-magical Bludgeoning, Piercing and Slashing damage.

While the comet is stationary, you gain the following benefits: • If you cast a spell that deals damage, you can change its damage type to Fire • Creatures that are immune to Fire damage must succeed on a Constitution saving throw, taking half damage on a failure. You can use an action to fore each creature of your choice that starts its turn within 120 feet of you to make a Dexterity saving throw, on a failure, it takes 4d8 Fire damage.

The comet moves with you, and remains within range regardless of how far you travel.

When the spell ends, or as an action, the comet hurdles to a point you can see within 300 feet of you. It explodes in a 60 feet radius when it impacts a creature, an object, or a solid surface. Each creature within that range must make a Dexterity saving throw or take 12d10 fire damage, or half as much on a success.

  • Air Stance: At 18th level, when you are on your Air Stance, you can use your action to give yourself a flying speed of 60ft. for 10 minutes. This flying speed will stay active even if you later change to another Elemental Stance. You can use this feature once per short or long rest.



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Elelfojoa's Homebrew (11 Articles)
Elelfojoav
AuthorElElfoJoa +
ClassSorcerer +
Identifier5e Sorcerous Origin +
RatingUndiscussed +
SummaryA Sorcerer who can bend the four elements and eventually master them. +
TitleElementalist +