Base Class: Druid
Elemental Mastery.
Starting at 2 level, you may change any elemental damage type dealt by your spells to another type, but only if they deal one of the following: Cold, Electricity, Fire, and Thunder.
Elemental Shock
Also starting at level 2 you gain acess to new elemental spells, which are spezified in the Elemental Arts column. Also you gain the special "Elemental Shock" Spell.
Elemental Wrath
At 6nd level, you learn to wield the powers of the elements with unchecked ferocity. When you roll for any type of damage that is either cold, electricity, fire, or thunder and a damage dice of an spell attack is a 1 or 2, you can roll an additonal damage die (for every 1-2 you rolled) equivalent to the damage dice you rolled for the spell and add it to your total damage roll. You can use this feature 2 times until a short rest.
Elemental Mastery
Starting at 10th level, you may critically hit with any ranged spell attack which deals cold, electricity, fire, or thunder damage on a 19 and a 20, dealing double damage.
If the spell was a fire spell, the target is set on fire, which deals 1d6 damage every turn. The target can make an dexterity saving throw to negate this effect.
If the spell dealed electricity or thunder damage, the target is shocked, and has an disadvanatge on its next attack.The target can make an wisdom saving throw to negate this effect.
If the spell dealed frost damage, the target is frozen and cant use its movement action the next turn. The target can make an constitution saving throw to negate this effect.
Bonded Elemental
Starting at 14th level, you may conjure an elemental and render its duration permanent. If the elemental dies, you can perform the ritual again to summon another. This elemental does not require concentration to maintain, but acts as normal as per the Conjure Elemental spell.
Elemental Art Spells
1st Fog Cloud, Chromatic Orb
2rd Flaming Sphere, Shatter
3th Fire Ball, Lightning Bolt
4th Fire Shield
5th Cone of Cold, Cloudkill
Elemental Mastery
Elemental Mastery. Starting at 2 level, you may change any elemental damage type dealt by your spells to another type, but only if they deal one of the following: Cold, Electricity, Fire, and Thunder.
Elemental Shock
You gain acess to the first level of Elemental Shock Spell.
Level: 1st
Casting Time: 1 Action
Range/Area: 30 ft
Components: V, S
Duration: Instantaneous
You send a resounding burst of elemental energy, dealing 2d6 damage from any of the three types you declare upon casting: Wind, Fire, Electricity, Frost or Earth. Depending on the element, the target is affected by the following, until the beginning of their next round. With a successful Stamina saving throw, the target resists the secondary effect, and halves the initial damage.
Wind. The target is pushed 10 feet in any direction you choose.
Fire. The target takes additional 1d6 fire damage
Electricity. The target takes disadvantage to attack rolls.
Frost. The target loses 10feet of movent the next turn.
Earth: If used against a target that is spellcasting or who casts a spell in same turn after being hit, it imposes disadvantage to the creature’s required Stamina save to maintain the spell, or any check to concentrate while being hit.
Heightened. The initial damage increases by 1d6 per level above 1st.
Elemental Wrath
At 6nd level, you can learn wield the power of the elements with unchecked ferocity. When you roll for any type of damage that is either cold, electricity, fire, or thunder and a damage dice of an spell attack is a 1 or 2, you can roll an additonal damage die (for every 1-2 shown) equivalent to the dice you rolled for the spell and add the damage to your roll. You can use this feature 2 times until a short rest.
Elemental Mastery
Starting at 10th level, you may critically hit with any ranged spell attack which deals cold, electricity, fire, or thunder damage on a 19 and a 20, dealing double damage.
If the spell was a fire spell, the target is set on fire, which deals 1d6 damage every turn. The target can make an dexterity saving throw to negate this effect.
If the spell dealed eletricity or thunder damage, the target is shocked, and has an disadvanatge on its next attack.The target can make an wisdom saving throw to negate this effect.
If the spell dealed frost damage, the target is frozen and cant use its movement action the next turn. The target can make an constitution saving throw to negate this effect.
Bonded Elemental
Starting at 14th level, you may conjure an elemental and render its duration permanent. If the elemental dies, you can perform the ritual again to summon another. This elemental does not require concentration to maintain, but acts as normal as per the Conjure Elemental spell.
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Posted Sep 20, 2021I love the spell you made for this sub class, also added you on discord if that's ok and my discord name is Sug Nomaz#5816
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Posted Jul 1, 2019ZoundByrnes I adjusted stuff, and made the spell Elemental Shock. I would like to share Elemental Shock if I could, I might need to adjust it, but I think it would be self explanatory, one they read the description. just message me at Kasnadak#1637 on Discord if you will allow me to share it, and the updated subclass I made for it, I made it to where the spells from the Elemental Art Spells automatically get added when the level is attained.
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Posted Aug 2, 2018Wow, great job! I was trying to make a Shaman Character myself, but I couldn't find the right class to do so with. Thanks!
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Posted May 12, 2018Well this was my first try and the layout when you create it doesnt represent very well how it looks here. Even the whole class introduction is gone...
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Posted May 11, 2018This layout is really confusing. I'm guessing the templates messed you up?