Base Class: Artificer
Those long ago, have spent years studying magic, not to use as a tool but as a means of understanding it. Those Elementalists have spent time learning the ways of magic and the different types that thrive in the world.
Tool Proficiency
3rd-level Elementalist feature
You gain proficiency with Alchemy tools and Tinker tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Elementalist Spells
3rd-level Battle Smith feature
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.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
[Tooltip Not Found], [Tooltip Not Found] |
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Elemental Distilate
3rd-level Elementalist feature
Starting at 3rd level, you have begun to unravel the most. basic building blocks of magic. Using advanced alchemical procedures you have found a way to distill elements into their most raw and powerful forms. Using a custom vambrace and gloves, you have found a way to effectively channel this primal magic. At the end of a long rest, you can use your alchemist tools or tinker's tools to magically condense a number of primal magics as shown on the vials redied column of the chart. From Level 1-20
| Elemental Distilates | ||
| Vials Readied | Vials Socketed | Vial Charges |
| - | - | - |
| - | - | - |
| 2 | 1 | 5 |
| 2 | 1 | 5 |
| 2 | 1 | 5 |
| 2 | 1 | 8 |
| 2 | 1 | 8 |
| 2 | 1 | 8 |
| 3 | 2 | 11 |
| 3 | 2 | 11 |
| 3 | 2 | 11 |
| 3 | 2 | 14 |
| 3 | 2 | 14 |
| 3 | 2 | 14 |
| 4 | 3 | 17 |
| 4 | 3 | 17 |
| 4 | 3 | 17 |
| 4 | 3 | 20 |
| 4 | 3 | 20 |
| 4 | 3 | 20 |
Arcanic Vambrace
3rd-level Elemenalist feature
At 3rd level, you've learned to create an arcane infused channeling apparatus consisting of a vambrace and gloves connected via reinforced tubing. At the end of a long rest, you can use your alchemist tools or tinker's tools to magically repair or recreate the apparatus****y one such device can exit at a time, and should you try to create a second while another already exists, the magic will dissipate from the prior rending it unusable.
As an action you can socket a vial into the vambrace and saturate the apparatus with primal magics. Doing so grants access to a wide variety of abilities based on the elemental distillate socketed (use vial charges to activate, Elementalist spells, adaptations (lvl9), and change the damage type of your Arcane Gauntlets)
In order to change. the current primal magic stored in the apparatus, you must first flush the system, as mixing any combination of primal distillates. can have explosive repercussions. As an action you can flush the system of one vial, rendering it empty, and re-saturate the apparatus with another vial.
Energy Condensing
5th-level Elementalist feature
Starting at 5th level you have begun to streamline the magical mechanics of distillation. If the need ever arises, you can attempt to create primal distillates while in the field. During a short rest, you can refill any spent vials up to your maximum readied vials.
Arcanic Gauntlets
You have taken extra care in reinforcing the gloves of your apparatus, allowing them to be used for precision application of primal magics. Whenever a vial is socketed, your unarmed attacks deal 1d8 plus your INT modifier damage. Damage type is based on your current socketed vial.
Damage increases by 1d8 for each socketed vial.
Elemental Adaptation
9th-level Elementalist feature
Starting at 9th level you have learned to infuse the distillates into more useful ways, ranging from defensive to utilitarian applications (see Elemental adaptation table below)
Whenever you take damage in combat matching one of the vials you have socketed, you can use your reaction to gain resistance to that damage type for the next minute. You can use this feature a number of times equal to your proficiency modifier per short rest
| Damage Type | Elemental Adaptation | Duration | Vial Charge Cost | ||||||
| Acid | Immune to difficult terrain caused by obstructions | 1 minute | 1 | ||||||
| Cold | Waterbreathing, Swim speed equal to walking speed | 2 hours | 1 | ||||||
| Fire | Ability to ignite or extinguish flames within 5' of you | Instant | 1 | ||||||
| Force | Can use reaction to prevent being moved against your will | Instant | 1 | ||||||
| Lightning | When hit by a melee attack, can use reaction to deal 1d8 lightning damage in return | Instant | 1 | ||||||
| Necrotic | Ability to appear dead | 1 hour | 3 | ||||||
| Poison | Adds 1d6 poison damage to attacks for this turn | Instant | 1 | ||||||
| Psychic | Ability to detect thoughts within 5' | 10 minutes | 3 | ||||||
| Radiant | Impose disadvantage on ranged attacks against you for a turn using a reaction | Instant | 3 | ||||||
| Thunder | Increases Walking speed by 10' | 15 minutes | 2 | ||||||
Elemental Mastery
15th-level Elementalist feature
By 15th level you have begun to master the elemental distillation processes in all forms. All Elemental Adaptations range and duration are doubled.
Arcane Gauntlets now deal 1d10 per socketed vial.
When you use your reaction to gain resistance to an attack with Elemental Adaptation, your vial of the corresponding type will regain charges equal to the damage negated.
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