This is an old homebrew idea that I shelved awhile back, and well... I've decided to take another shot at it. Let me know what you think about it and what you think needs to be changed/removed. I do have an idea on what additional changes I'm need to do, but I'd like some fresh eyes on this before I go any further.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Elementalist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
At 3rd level, you've learned to create a device known as an Elemental Conduit to aid you in controlling the elements. During a long rest, you can use your Jeweler's Tools to inscribe a magical enchantment on a item, turning it into an Elemental Conduit. The Elemental Conduit counts as a spellcasting focus for you and you gain the following benefits;
When you cast a spell or hit with a weapon that deals acids, cold, fire, lightning, or thunder damage, you can spend your bonus action to substitute that damage for any other damage type from that list.
After you finish a short or long rest, choose one of the following damage types to gain resistance against: acids, cold, fire, lightning, or thunder.
When you cast the Conjure Elemental spell, you are no longer required to conjure the elemental in its corresponding element. (You no longer have to conjure a water elemental in water, but you choose an unoccupied space within range instead.)
Spells in your Elementalist Spells List do not require the material components.
Your Elemental Conduit's benefits remain until the item is destroyed or until you use this feature again to inscribe a new item. Other creatures cannot benefit from your Elemental Conduit's effects, and to them, it functions as the item did without the enchantment.
Elemental Manipulation
At 3rd level, you can manipulate the different primal elements. As an action you can replicate one of the effects from the following cantrips; Control Flames, Gust, Mold Earth, or Shape Water. If you cast this spell multiple times, you can have up to a number of non-instantaneous effects active at once equal to your proficiency bonus, and you can dismiss such an effect as an action.
Amplify Elements
At 5th level, your elemental conduit now empowers your elemental effects. When you deal acid, cold, fire, lightning, or thunder damage, you can add one additional damage die of a single damage type from that list.
Energy Ward
Starting at 9th level, after some additional modifications you've enabled the Elemental Conduit to provide protection to other creatures. When creature within 30 feet of you that you can see takes damage of the same damage type you have resistance to from the Elemental Conduit, you can use your reaction to give the creature resistance to that damage type until the start of their next turn.
Elemental Mastery
Starting at 15th level, the Elemental Conduit is able to grant you the ability to harness the elements in a way that you can't. You can cast the Investiture of flame, Investiture of Ice, Investiture of Stone, and Investiture of Wind spells each once without expending spell slot. Using these spells in this manner does not use your concentration, but the each spell only last for 1 minute. You regain the use of each spell after you finish a long rest.
seems ok but wouldn't this be a better fit on a sorcerer?
I could make an Elementist for sorcerer, but an elementalist doesn't have to be just for sorcerers. We already have elemental subclasses barb, cleric wizard, wotc is working on druids/warlocks and I hate to say it but we also have one for monk too.
This is an old homebrew idea that I shelved awhile back, and well... I've decided to take another shot at it. Let me know what you think about it and what you think needs to be changed/removed. I do have an idea on what additional changes I'm need to do, but I'd like some fresh eyes on this before I go any further.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Elementalist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Elementalist Spells
3rd
Absorb Elements, Chromatic Orb
5th
Acid Arrow, Scorching Ray
9th
Elemental Weapon, Fireball
13th
Elemental Bane, Fire Shield
17th
Cone of Cold, Conjure Elemental
Elemental Conduit
At 3rd level, you've learned to create a device known as an Elemental Conduit to aid you in controlling the elements. During a long rest, you can use your Jeweler's Tools to inscribe a magical enchantment on a item, turning it into an Elemental Conduit. The Elemental Conduit counts as a spellcasting focus for you and you gain the following benefits;
Your Elemental Conduit's benefits remain until the item is destroyed or until you use this feature again to inscribe a new item. Other creatures cannot benefit from your Elemental Conduit's effects, and to them, it functions as the item did without the enchantment.
Elemental Manipulation
At 3rd level, you can manipulate the different primal elements. As an action you can replicate one of the effects from the following cantrips; Control Flames, Gust, Mold Earth, or Shape Water. If you cast this spell multiple times, you can have up to a number of non-instantaneous effects active at once equal to your proficiency bonus, and you can dismiss such an effect as an action.
Amplify Elements
At 5th level, your elemental conduit now empowers your elemental effects. When you deal acid, cold, fire, lightning, or thunder damage, you can add one additional damage die of a single damage type from that list.
Energy Ward
Starting at 9th level, after some additional modifications you've enabled the Elemental Conduit to provide protection to other creatures. When creature within 30 feet of you that you can see takes damage of the same damage type you have resistance to from the Elemental Conduit, you can use your reaction to give the creature resistance to that damage type until the start of their next turn.
Elemental Mastery
Starting at 15th level, the Elemental Conduit is able to grant you the ability to harness the elements in a way that you can't. You can cast the Investiture of flame, Investiture of Ice, Investiture of Stone, and Investiture of Wind spells each once without expending spell slot. Using these spells in this manner does not use your concentration, but the each spell only last for 1 minute. You regain the use of each spell after you finish a long rest.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
seems ok but wouldn't this be a better fit on a sorcerer?
I could make an Elementist for sorcerer, but an elementalist doesn't have to be just for sorcerers. We already have elemental subclasses barb, cleric wizard, wotc is working on druids/warlocks and I hate to say it but we also have one for monk too.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.