Base Class: Sorcerer
Wether bestowed this gift or being born of the elemental forces you posses the natural ability to tap into the raw power that originates from these planes.
Your elemental power is not drown from the planes themselves, but from deep within. The elemental you conjure is in a sense is your inner self made manifest and it is a power that will grow along side you.
Elemental Origin
1st-level Elementalist feature
Digging deeper into the roots of your magic, your power is derived from one of many elemental origins. Your origin will define your abilities and path.
You can speak, read, and write Primordial.
Tempest
| ORIGIN | ELEMENTAL TYPE |
|---|---|
|
Tempest |
Water, Wind |
Volcanic
| ORIGIN | ELEMENTAL TYPE |
|---|---|
|
Volcanic |
Fire, Earth |
Ally in the Elements
1st-level Elementalist feature
When you choose an origin, you can expend a sorcery point to summon forth an elemental of one of the elemental types associated with your origin using the stat block below, you may also do this for no cost at the end of a long or short rest. The elemental appears within 10 feet of you and is a medium sized creature, but it’s carrying weight functions as if a large creature.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands as a bonus action but does not need to be commanded every turn to do the same action (example it will attack a creature every turn until you command otherwise). If you don’t issue any at all, it takes the Dodge action and uses its move to avoid danger.
The elemental does not benefit from healing spells, and it does not need to sleep or eat. It does not need to rest but can regain hit points from short or long rests. If you summon another elemental the first one disperses immediately.
ELEMENTAL
Medium elemental
Armor Class 12 + your proficiency bonus (natural armor)
Hit Points 5 + your Charisma modifier + 4 times your sorcerer level (the elemental has a number of Hit Dice [d8s] equal to your sorcerer level)
Speed 30 ft.; 40ft (Air only); swim 40 ft. (Water only)
Saving Throws Str +3 plus PB, Con +3 plus PB
Skills Athletics +2, Intimidation + 4
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 30 ft., passive Perception 10 + PB
Languages understands the languages you speak
Illumination.(Fire only) The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Actions
Touch (Fire Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage.
Wallop (Air only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) thunder damage.
Slam (Earth & Water Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Energy Synchronization
6th-level Elementalist feature
At 6th level, your connection with your elemental powers grows stronger. You may expend a sorcery point, for one minute you gain an ability based on the elemental you currently have summoned. You may do this a number of times equal to your proficiency bonus before taking a long rest.
Black Ice (Water Only)
Water envelopes most of your body, freezing and hardening into a icy armor to protect you. Your elemental as well becomes solid ice.
Enemies have disadvantage on grapple checks made against both you and your elemental and as well you are both resistant to fire damage for the duration of this ability. Whenever you deal cold damage to an enemy their speed is reduced by 10 feet until the start of your next turn.
Burst (Air Only)
For the duration of this ability, you movement speed is equal to your elementals. Your elemental creates a small whirlwind of air built up from its movements. When your elemental moves 10 feet or more in a straight line and stops, any target creature large or smaller directly in front of it must make a dexterity saving throw or be knocked back 5 feet for every 10 feet your elemental moved to get to them. On a failed save they take 1d4 damage for every 5 feet they were pushed back. Creatures have disadvantage on attack rolls against this elemental when making an attack of opportunity.
Raging Inferno (Fire Only)
Once per turn, for the duration of this ability, if you or your elemental hit with a target with fire damage add an additional damage die to that roll.
Resolute Guardian (Earth Only)
Your elemental gains resistance to bludgeoning, piercing, and slashing damage and you may choose one to gain resistant to as well for the duration. If your elemental already has resistance to one of these damage types it gains immunity instead.
Innate Development
14th-level Elementalist feature
You have grown strong in your ability to control the elements at your command. Now you are ready for more. You gain a new elemental with a new stat block which you may choose to use in place if your previous one. As an action expend three sorcery points to summon your Greater Elemental within 10 feet of you. This Greater Elemental follows all the same rules detailed in your Ally in the Elements feature such as when it takes its turn or that you can only maintain one at a time.
Greater ELEMENTAL
Large Elemental
Armor Class 12 + your proficiency bonus (natural armor)
Hit Points 10 + double your Charisma modifier + 5 times your sorcerer level (the elemental has a number of Hit Dice [d8s] equal to your sorcerer level)
Speed 30 ft.; 50ft (Air only); swim 40 ft. (Water only)
Saving Throws Str +3 plus PB, Con +3 plus PB
Skills Athletics +3, Intimidation +5
Damage Immunities Fire (fire & water only), Thunder (earth & air only)
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 60 ft., passive Perception 11 + PB
Languages understands the languages you speak
Illumination (Fire only). The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Resilient (Earth Only). Upon being summoned the elemental gains +1 AC and 20 temporary hit points.
Formless (Air & Water only). The elemental can enter and stop in another creatures space. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes two attacks.
Touch (Fire Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) fire damage. Until a creature takes an action to douse the fire, the target takes 3 (1d4+1) fire damage at the start of each of its turns.
Wallop (Air only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) thunder damage. The Creature must make a Strength saving throw. On a failure, a target takes 1d6 bludgeoning damage and is pushed back 5 feet.
Slam (Earth). Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Slam (Water Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 4) bludgeoning damage.
Overwhelm (Water Only)(Recharge 4–6). Each creature in the elemental's space must make a Strength saving throw. On a failed save any medium or smaller is grappled. On their turn as an action a grappled creature may make a strength saving throw to try to break free. Until this grapple ends, the target is unable to breathe unless it has water breathing. If the saving throw is successful, the target is pushed out of the elemental's space. This creature can grapple up to two Medium or smaller creatures at one time.
At the start of each of the elemental's turns, each target grappled by it takes 1d8 Bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a Strength check and succeeding.
Fire Form (Fire Only). When this creature ends its turn in another creature's space, that creature takes 1d10 fire damage. When any creature starts it’s turn inside this creature it takes 1d10 fire damage.
Energy Transference
18th-level Elementalist feature
Your power now goes beyond that of controlling the elements within yourself, but within others as well.
As an action you may target one creature within 120 feet of you that you can see. For one minute, depending on your Elemental Origin, the targets immunities and resistances are affected.
Any damage type listed in your origin the target has immunity to become resistances to that damage type and any resistances listed it currently has are lost for the duration of this feature. As well, you gain resistance to your damage types listed for the duration of this feature.
You may use this feature once before taking a long rest.
Tempest Transference
| ORIGIN | ELEMENTAL TYPE |
|---|---|
|
Tempest |
Cold, Lightning, Thunder, Bludgeoning |
Volcanic Transference
| ORIGIN | ELEMENTAL TYPE |
|---|---|
|
Volcanic |
Fire, Acid, Poison, Bludgeoning |
Previous Versions
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9/25/2022 6:07:00 PM
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3
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2
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1.1
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Coming Soon
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12/16/2022 5:26:20 PM
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49
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2
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Coming Soon
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