Cleric
Base Class: Cleric

Elemental is often believed as manipulation of elements through alchemy, magic, or sorcery. However, an elemental is much more than that, a concept that originated from the Elemental Planes, connecting to the material realm through small nodes called an Elemental Node. Godlike beings here are usually called Primordials, creatures who manifest elemental energy and entropy, capable of overturning a plane. And yet, most will remain neutral to maintain world balance. Elemental Lords include beings like Istishia, Grumbar, Bazim-Gorag, Akadi, Agni, and many others, who rule over certain sections of the Elemental Planes.

Your devotion to connecting with Primordial beings has allowed you to gain access to communicate through these Elemental Nodes, allowing you to attune and gain powers that no mortal can normally access. With these powers, you are given a noble duty to maintain balance between the Elemental Planes with the Material Plane, and as for how... it is up to you.

Domain Spells

You gain domain spells at the cleric levels listed in the Elemental Domain Spells table. See the Divine Domain class feature for how domain spells work. (add manual with !sb add spellname)

CLERIC
LEVEL
SPELLS
1st  Absorb Elements, Chromatic Orb
3rd Dust Devil, Gust of Wind
5th Tidal Wave, Wind Wall, Wall of Water
7th Elemental Bane, Summon Elemental, Wall of Fire
9th Conjure Elemental, Transmute Rock, Wall of Stone

Elemental Connectivity

Beginning at 1st level, you gain the ability to tether to nearby elemental nods of this realm. Choose a node you have access to fire, water, earth, and air. You can gain 1 more node option at levels 6, 8, and 17. At the start of each dawn, roll 1d4 for each elemental node you have. That dice is considered your Connectivity. Gain the following effects for each connection:

  • Fire: When failing a Constitution saving throw, you can expend 10 hitpoints to increase your save bonus by your Fire Connectivity score.
  • Water: Your attack roll, ability check, and saving throw gain a bonus equal to your Water Connectivity score when your d20 dice rolls a 20.
  • Earth: When you use the dodge action (action, ba, or free), you reduce the damage you take by your Earth Connectivity score.
  • Air: Your fly or movement speed increases by 5 ft. x Wind Connectivity score if you have been attacked since your last turn.

Channel Divinity: Hotspot

At 2nd level, you can manage how your connection works and share it with other creatures. As an action, you can expend your Channel Divinity to share your Elemental Connectivity to an ally. If you have multiple connections, each of them can be given to a different ally using another action. Creatures other than you cannot benefit more than one of your Elemental Connectivity.

This effect lasts until you are unconscious, the creatures leave your 120 ft. range, or until the next dawn.

Elemental Aid

When you reach 6th level, the elementals you are connected with acknowledge your devotion towards them. When casting Summon Elemental spell, it no longer requires concentration, but only one of each element can be present at a time. When considering for spell level for its statblock, its bonuses are doubled for hit points, armor class, and flat damage bonus.

At 17th level, being within 15 ft. of these elementals sets that creature's Elemental Connectivity to its maximum score.

Elemental Strikes

At 8th level, you gain the ability to infuse your weapon strikes with elements using your connectivity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire or cold damage to the target. Alternatively, you can make an Elemental Spirit you control to attack the same target.

Elemental Utopia

At 17th level, you are well bonded with the Elemental Nodes, you can be considered as any elemental node of your choice.

In addition, you can use your action to possess an Elemental Spirit that you control, making you untargetable by other creatures than you. While possessed this way, the Elemental Spirit will not disappear when the Summon Elemental spell ends, and you can cast spells through the creature. Once you either leave the creature using your bonus action or its hit points drop to 0 (forcibly kicking you out), the Elemental Spirit disappears.

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