{"name":"Elementalist","overview":"The gnome sat, flames swirling around her, as she stared into the eyes of a great Fire Elemental as it whispered its secrets to her, instructing her on how to command the flames around her to unleash hell upon her enemies or to cast a warm light amongst friends. As she took in the mighty creatures knowledge, her body became more comfortable with the scorching heat around her and her hands became wreathed in roaring flames that bent to her will.\r\n\r\nAt the top of a tall mountain peak stood a lone orc, watching over the town at the base of his home. Suddenly, with great speed he stomped his foot hard into the stone below, causing a chunk of earth to erupt from the surface and into his waiting hand. He pulled his arm back and launched the rock down towards the town with both his strength and magical ability, the stone flew down, and down until hitting the head of one of the members of a group of thieves trying to sneak into town, incapacitating them and alerting the guards to their presence. The orc smiles to himself as they are all caught and jailed and begins to slide down the mountain.\r\n\r\nThe halfling took two steps back and got into a running position. They looked out towards the horizon at the clouds, closed their eyes, and took a deep breath in to focus themselves. After finding their balance they opened their eyes wide and broke into a sprint, striding across the large rooftop of their tower with the speed of a quickling and the grace of a gazel. They kept going and going until finally, they got to the edge and leaped off, a massive gust of air shooting out from their feet as the launched themselves towards the clouds they were gazing at just moments ago.\r\n\r\nUsing the powers of nature to bend the elements to their will, whether from the wise instruction of elementals or by connecting to nature through deep meditation, elementalists are those who have almost become one with the very powers that make up the world and have mastered the art of controlling them as they please.\r\n\r\n[h1]Benders of the Elements[\/h1]\r\nMasters of the base elements that make up the multiverse, Elementalists use spells and other magical abilites to harness the power of the Primordials and bend them to their will. Many Elementalists seek a mystical connection to elemental beings or just the elements themselves rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. Often times, rather than praying in temples and shrines, elementalists spend their time in an environment that matches their chosen elemental mastery, going so far as to even travelling to other planes of existence to get as close as possible with the elements they command.\r\n\r\nElementalist spells are focused on harnessing the base elements of the world around them\u2014the strong stillness of stone, the roaring power of fire, the everchanging waves of the oceans, and the flowing might of the wind.\r\n\r\n[h1]Creating a Elementalist[\/h1]\r\nWhen creating an elementalist, consider why your character has a connection with nature and the element of their chosen mastery. Perhaps your character lives in a small fishing town and dreams of being a world famous sailor, or perhaps they were kicked out of a wizarding school of some sort and decided to start learning magic through instinct and experience rather than books and lectures.\r\nPerhaps your character had a grand encounter with an elemental being, coming face to face with a Efreeti or a Xorn and surviving the experience. Maybe your character was born in another plane of existence such as the Elemental Plane of Fire or the Elemental Plane of Water, causing your character to have an affinity to the elements that were around them in their youth.\r\n\r\nHave you always been an adventurer as part of your elementalist calling, or did you first spend time as a caretaker of a great and sacred flame or lake? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.\r\n\r\n[aloud][h3]Quick Build[\/h3]\r\n\r\nYou can make a elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Second, choose the hermit or folk hero background.[\/aloud]","hitdice":"d6","hitpointsfirstlevel":"6 + your Constitution modifier","hitpointsathigherlevels":"1d6 (or 4) + your Constitution modifier per elementalist level after 1st","armorproficiencies":"Light Armour","weaponproficiences":"Simple Weapons","tools":"None","savingthrows":"Charisma, Wisdom","skills":"Choose two from Arcana, History, Insight, Perception, Acrobatics, Medicine, and Nature","equipment":"Two Simple Weapons.\r\n\r\nA pair of spellcasting gloves or an amulet (either are considered as your arcane focus)\r\n\r\nAn explorer's pack or a dungeoneer's pack","spellcasting":"As a bender of the elements, you draw on the essence of the elements through nature much like a Druid, you can cast spells to shape that essence to your will.\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 1st level, you know four cantrips of your choice from the Elementalist spell list. You learn additional Elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elementalist table.\r\n\r\n[h2]Preparing and Casting Spells[\/h2]\r\nThe Elementalist table shows how many spell slots you have to cast your elementalist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of elementalist spells that are available for you to cast. To do so, choose a number of elementalist spells from your spell list equal to your Wisdom modifier + your elementalist level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of elementalist spells requires time spent in prayer and meditation, focusing on the power of nature and the elements around you: at least 1 minute per spell level for each spell on your list.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nWisdom is your spellcasting ability for your elementalist spells, since you learn to cast spells through instinct. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a elementalist spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier\r\n\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a elementalist spell as a ritual if that spell has the ritual tag and must also have the spell prepared or on your list of spells known. You don\u2019t need to have the spell prepared.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use a pair of Spellcasting Gloves or an Arcane Focus Amulet as a spellcasting focus for your elementalist spells.","features":"[h2]Elemental Mastery[\/h2]\r\nChoose an elemental mastery, which describes your chosen element that drives your magical power.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 3rd, 5th, 10th, and 20th level.\r\n\r\n[h2]Elemental Control[\/h2]\r\nAt 1st level, your understanding of the elements allows you to have a basic control over them as if you were casting a spell.\r\n\r\nThis effect allows you to magically control the elements and cast spells at will, without needing components, based on your elemental mastery.\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elemental Mastery[\/th]\r\n\t[th:40]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]Fire[\/td]\r\n\t[td]Control Flames, Produce Flames[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]Earth[\/td]\r\n\t[td]Mold Earth, Magic Stone[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]Water[\/td]\r\n\t[td]Shape Water, Ray of Frost[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]Air[\/td]\r\n\t[td]Gust, Thunderclap[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Elemental Strike[\/h2]\r\nWhen you reach 3rd level, you learn to imbue your strikes with the element that matches your chosen elemental mastery. When you do this, any melee attack you do does an extra 1d6 magical damage based on your elemental mastery.\r\n[table]\r\n[tr]\r\n\t[th:40]Elemental Mastery[\/th]\r\n\t[th:40]Damage type[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]Fire[\/td]\r\n\t[td]Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]Earth[\/td]\r\n\t[td]Force[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]Water[\/td]\r\n\t[td]Ice[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]Air[\/td]\r\n\t[td]Thunder[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\nThis damage increases by 1d6 when you reach 5th level(2d6), 11th level(3d6), and 17th(4d6).\r\n\r\n[h2]Primordial Travel[\/h2]\r\nWhen you reach 5th level, you gain the ability to use your elemental mastery to help you move around.\r\n\r\n[h2]Primordial Power[\/h2]\r\nWhen you reach 10th level, you gain the ability to have nearly complete control over over the elements based on your elemental mastery.\r\n\r\nThis effect allows you to magically control the elements and cast spells at will, without needing components, based on your elemental mastery.\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elemental Mastery[\/th]\r\n\t[th:40]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]Fire[\/td]\r\n\t[td]Flame Blade, Wall of Fire, Fireball[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]Earth[\/td]\r\n\t[td]Stone Shape, Erupting Earth, Wall of Stone [\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]Water[\/td]\r\n\t[td]Control Water, Wall of Water, Watery Sphere[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]Air[\/td]\r\n\t[td]Gust of Wind, Control Winds, Wind Wall[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Master of the Elements[\/h2]\r\nWhen you reach 20th level, you can assume the form of a powerful elemental being. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\r\n\r\n[ul][li]You turn yourself into an elemental being that corresponds with your chosen elemental mastery as if you had cast the Polymorph spell on yourself, While you are in this form you retain your wisdom, intellect and, charisma score and can cast spells as long as they don't require any material components.[\/li][\/ul]\r\n\r\n[ul][li]The elemental being you turn into is twice as big as it would usually be and you count as a Huge creature.[\/li][\/ul]\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.","subclasses":"[h1]Fire[\/h1]\r\n[hr]\r\n[h2]Fire Features[\/h2]\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Mastery Spells, Flame Daggers, Ignan Intellect[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]5th[\/td]\r\n\t[td]Ignition Burst, Fire Resistance[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Radiant Flames[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]15th[\/td]\r\n\t[td]Draconic Strike[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td]One with the Flame[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Elemental Mastery Spells[\/h2]\r\nYou gain elemental mastery spells at the elementalist levels listed in the Fire Spells table.\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Hellish Rebuke, Searing Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]3rd[\/td]\r\n\t[td]Heat Metal, Scorching Ray[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]5th[\/td]\r\n\t[td]Flame Arrows, Melf's Minute Meteors[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Fire Shield, Elemental Bane[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]9th[\/td]\r\n\t[td]Flame Strike, Immolation[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Flame Daggers[\/h2]\r\nAt 1st level, you gain the ability to make small daggers made of flames whenever one or both of your hands are free by channeling small amounts of elemental essence into the palms of your hands. These daggers do 1d4 Fire damage on hit and they count as weapons you are proficient with. They can be thrown however they disappear on impact.\r\n\r\n[h2]Ignan Intellect[\/h2]\r\nAt 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Ignan, a dialect of Primordial, and you have advantage on Charisma checks against Fire Elementals.\r\n\r\nAdditionally, you have advantage on Nature checks involving putting out fires and also figuring out where they may have began and how the were started.\r\n\r\n[h2]Ignition Burst[\/h2]\r\nAt 5th level, you learn how to better control the primordial essence within you and how to guide it to the different parts of your body and how to channel it into a powerful burst of flames, allowing you to use your abilities for small scale traversal, saving yourself from great falls, and as another mighty attack towards your enemies.\r\n\r\nIgnition Burst allows you to shoot a powerful, concentrated burst of flame from a body part of your choosing, allowing you to jump 30 feet straight up or 20 feet across, when you use this ability to jump any creatures within 5 feet of you take 2d4 Fire damage. You can also use this ability to attack your enemies, the range for this is 10 feet in a straight line and the damage is 3d6 Fire damage, when you use this ability in this way you have to make a Strength saving throw or be pushed back 10 feet. You can also use this ability to slow your fall, if you use this ability in this way, you slow your fall by 10 feet for 3 turns.\r\n\r\n[h2]Fire Resistance[\/h2]\r\nAt 5th level, you are so acclimated with being in extreme heat that it doesn't bother you much anymore and you become resistant to Fire damage.\r\n\r\n[h2]Radiant Flames[\/h2]\r\nAt 7th level, after much practice and research into the ancient elemental forces that make up the multiverse, you gain the ability to draw on the burning, radiant energy of the primordials and imbue your attacks with them.\r\n\r\nWhenever you make a spell attack or an attack with one of your elementalist abilities, you can chose to add radiant damage to the attack. The extra radiant damage is 1d8 and increases by another 1d8 when you reach 10th level (2d8), 15th level (3d8), and 20th level (4d8).\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest. You can only use this ability once per turn.\r\n\r\n[h2]Draconic Strike[\/h2]\r\nAt 15th level, after much experimenting and meditating you gain the ability to draw on powers from both the elementals and draconic beings to make a powerful fiery attack.\r\n\r\nOnce per day, you can use this ability to shoot a devastating attack akin to a powerful red dragons breath. When you use this attack, you unleash a torrent of flames and each creature in a 30 foot cone in front of you must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.\r\n\r\n[h2]One with the Flame[\/h2]\r\nAt 18th level, you are so used to being near flames that they just don't bother you anymore and you are now immune to Fire damage.\r\n\r\nAlongside that you also gain the ability to imbue all your attacks with extra Fire damage equal to your elementalist level + your Wisdom modifier + your Proficiency bonus.\r\n\r\nAdditionally, when you use your Flame Daggers feature, you can choose to make long swords from your flames rather than daggers, these long swords deal 1d8 Fire damage when used with one hand and 1d10 Fire damage when used with two, you are proficient with the long swords you make with this ability.\r\n\r\nYour mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.\r\n\r\n[ul][li]Searing Smite[\/li][\/ul]\r\n[ul][li]Heat Metal[\/li][\/ul]\r\n[ul][li]Fire Shield[\/li][\/ul]\r\n\r\n[h1]Air[\/h1]\r\n[hr]\r\n[h2]Air Features[\/h2]\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Mastery Spells, Thunderous Blows, Auran Academics[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]5th[\/td]\r\n\t[td]Aerial Grace, Thunder Resistance[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Windblade[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]15th[\/td]\r\n\t[td]Sonic Boom[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td]Storm Giant's Blessings[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Elemental Mastery Spells[\/h2]\r\nYou gain elemental mastery spells at the elementalist levels listed in the Air Spells table.\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Thunderwave, Thunderous Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]3rd[\/td]\r\n\t[td]Shatter, Silence [\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]5th[\/td]\r\n\t[td]Thunderstep, Stinking Cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Storm Sphere, Elemental Bane[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]9th[\/td]\r\n\t[td]Destructive Wave, Steel Wind Strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Thunderous Blows[\/h2]\r\nAt 1st level, you learn how to channel flowing winds into each of your strikes and imbue the thunderous might of air into all your attacks.\r\n\r\nWhen you hit a target, you can choose to do an extra 1d8 Thunder damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. If the target is not a creature these effects apply automatically.\r\n\r\nAdditionally, when you reach 10th level and use this feature, the creature must also make a Constitution saving throw against your spell save DC, on a failure the creature is Deafened for 2 turns.\r\n\r\n[h2]Auran Academics[\/h2]\r\nAt 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Auran, a dialect of Primordial, and you have advantage on Charisma checks against Air Elementals.\r\n\r\nAdditionally, you have advantage on Nature checks involving predicting the weather and finding air currents.\r\n\r\n[h2]Aerial Grace[\/h2]\r\nAt 5th level, you are so enthralled by the natural power that surrounds you that you literally let the winds take you, and whisk you away to your next destination.\r\n\r\nAerial Grace allows you to now have a flying speed of 30 feet, you fly by controlling the powerful winds around you and letting them carry you to where you please.\r\n\r\nAdditionally, you can use these winds to try and push your enemies away from you and your allies, when you use this feature in this way, a line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose that lasts for 2 turns. Each creature that within the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.\r\n\r\nAny creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\r\n\r\nThe gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\r\n\r\nYou can only use the second part of this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.\r\n\r\n[h2]Thunder Resistance[\/h2]\r\nBy 5th level, you are so used to being in strong winds and the loud crackling of thunder that you become resistant to Thunder damage.\r\n\r\nAdditionally you gain advantage on Strength checks and saving throws against strong winds.\r\n\r\n[h2]Windblade[\/h2]\r\nAt 7th level, you've spent so much time in the most piercing of winds that you've figured out how to draw upon it to make the once beautiful and gracefully flowing winds around you into a deadly, and impossibly sharp weapon.\r\n\r\nWith this ability you can make a long sword made of pure thrashing winds appear in your free hand. This blade deals the same amount of damage as a long sword +1 but does an extra 1d8 Thunder damage. You are proficient with this weapon.\r\n\r\nThe sword lasts for 1 hour or until your are knocked unconcious or until you die.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.\r\n\r\n[h2]Sonic Boom[\/h2]\r\nAt 15th level, the magic that flows through you becomes more concentrated as it grows with you, allowing you to unleash a gust of wind so powerful that it deafens any in its wake.\r\n\r\nOnce per day, when you use your Aerial Grace feature to push your enemies away, you can choose to make it a more powerful and devastating wind. When you use this attack, you unleash a mighty wind that rivals even the strongest of elementals and each creature in a 30 foot long, 10 foot wide line in front of you must make a Constitution saving throw against your spell save DC. On a failed save, the creatures take 8d6 Thunder damage and are Deafened for 1 minute, on a successful save the creatures takes half as much damage and aren't Deafened.\r\n\r\n[h2]Storm Giant's Blessing[\/h2]\r\nAt 18th level, you are completely used to being in the strong winds of storms and spells that it just doesn't affect you anymore and you are now immune to Thunder damage, and you command over the winds makes you immune to being pushed by any wind that you don't want to be pushed by.\r\n\r\nAdditionally, you gain the ability to add lightning damage equal to your elementalist level + you Wisdom modifier to each of your Windblade strikes.\r\n\r\nYour mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.\r\n\r\n[ul][li]Thunderwave[\/li][\/ul]\r\n[ul][li]Silence[\/li][\/ul]\r\n[ul][li]Storm Sphere[\/li][\/ul]\r\n\r\n[h1]Water[\/h1]\r\n[hr]\r\n[h2]Water Features[\/h2]\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Mastery Spells, Water Whip, Aquan Association[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]5th[\/td]\r\n\t[td]Tidal Traversal, Ice Resistance[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Sea Storm[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]15th[\/td]\r\n\t[td]Gigantic Geyser[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td]Fury of the Leviathan[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Elemental Mastery Spells[\/h2]\r\nYou gain elemental mastery spells at the elementalist levels listed in the Water Spells table.\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Create or Destroy Water, Frost Fingers[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]3rd[\/td]\r\n\t[td]Snilloc\u2019s Snowball Swarm, Spike Growth [\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]5th[\/td]\r\n\t[td]Tidal Wave, Plant Growth[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Ice Storm, Elemental Bane[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]9th[\/td]\r\n\t[td]Cone of Cold, Maelstrom[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Water Whip[\/h2]\r\nAt 1st level, you learn how to summon cascading water around your arm by channeling the power of the sea.\r\n\r\nWhen you use this ability, a tendril made of water forms around your arm and becomes a makeshift melee weapon which you are proficient with. This weapon has the Reach property and does 1d8 Ice damage.\r\n\r\nAdditionally you can use this ability to grapple and possibly capture an enemy. When you use this ability in this way, you can grapple an enemy from further away and you have advantage on the grapple check if you are using two Water Whips. Once an enemy is grappled, you can use your action to freeze the Water Whip, leaving them bound in spiraling bands of ice. The escape DC for the bands is your Spell Save DC.\r\n\r\n[h2]Aquan Association[\/h2]\r\nAt 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Aquan, a dialect of Primordial, and you have advantage on Charisma checks against Water Elementals. \r\n\r\nAdditionally, you have advantage on Nature checks involving predicting wave conditions for sea faring, flood chances and origins, finding rivers and streams.\r\n\r\n[h2]Tidal Traversal[\/h2]\r\nAt 5th level, you channel your connection with the waves to allow you to traverse large bodies of water and also to attack your enemies.\r\n\r\nTidal Traversal allows you to conjure a 15 foot long, 10 foot wide wave in a body of water that you can ride on and use to move around in large bodies of water or even on land if there is enough water around. While you are riding the wave, you have a speed of 60 feet in the water, and 30 feet on land.\r\n\r\nAdditionally, you can use the wave to crash into your enemies. Each creature in the area of effect must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn\u2019t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.\r\n\r\nYou can only use the second part of this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest. \r\n\r\n[h2]Ice Resistance[\/h2]\r\nAt 5th level, you are so used to the frigid temperatures of the waters you summon that you become resistant to Ice damage.\r\n\r\nAdditionally, you gain the ability to breath under water and a swimming speed of 30. You also gain advantage on Strength checks and saving throws against strong waves and currents.\r\n\r\n[h2]Sea Storm[\/h2]\r\nAt 7th level, you've spent so much time in the water, whether it be just from practicing your abilities in a lake or spending time at sea, that you've learnt how to call upon those very waters, and the storms that disturb them, in your time of need.\r\n\r\nWith this ability, if you are in a large body of water, such as a lake or an ocean, you can call upon a horrible storm that makes the waters unruly and if you choose, can even sink a ship if you are on it or within 20 feet of one.\r\n\r\nIf you are not in a body of water, this ability fills the room you are in with a 30 feet wide, 30 feet long, and 5 feet high area of water centered on you. This water counts as difficult terrain for every creature besides you and any amount of creature that you choose are friendly. The area above the water becomes a storm, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the storm toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the water below the storm. On a hit, the target takes 4d6 lightning damage.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest. \r\n\r\n[h2]Gigantic Geyser[\/h2]\r\nAt 15th level, you've learnt how to channel the essence of your magic and draw the water from the very earth you are standing on, into a massive bursting geyser.\r\n\r\nOnce per day, you can invoke the water from beneath the surface to spew out scalding hot water on your enemies. When you use this attack, a large geyser quickly forms and shoots out water from a 20 foot wide radius, each creature within that area must make a Dexterity saving throw against your Spell Save DC. On a failed save, each creature in the area takes 4d6 Fire damage and 4d6 Bludgeoning damage and get tossed 40 feet in the air, on a successful save the creatures takes half as much damage and aren't tossed into the air. \r\n\r\n[h2]Fury of the Leviathan[\/h2]\r\nAt 18th level, you are so used to the freezing depths of the water and the racing rapids within them that you become immune to Ice damage and cannot be pushed by any water that you don't want to be pushed by.\r\n\r\nAdditionally, you can call upon the might of a Leviathan and unleash a humongous tidal wave centered on yourself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a Strength saving throw against your Spell Save DC. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.\r\n\r\nAt the start of each of your turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw against your Spell Save DC or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.\r\n\r\nA creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your Spell Save DC to swim at all during that turn.\r\n\r\nYour mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.\r\n\r\n[ul][li]Create or Destroy Water[\/li][\/ul]\r\n[ul][li]Spike Growth[\/li][\/ul]\r\n[ul][li]Ice Storm[\/li][\/ul]\r\n\r\n[h1]Earth[\/h1]\r\n[hr]\r\n[h2]Earth Features[\/h2]\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Mastery Spells, Stone Weapon, Terran Talks[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]5th[\/td]\r\n\t[td]Earth Skating, Bludgeoning Resistance[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Earth Armour[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]15th[\/td]\r\n\t[td]Landslide[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]18th[\/td]\r\n\t[td]Might of the Mountains[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Elemental Mastery Spells[\/h2]\r\nYou gain elemental mastery spells at the elementalist levels listed in the Earth Spells table.\r\n\r\n[table]\r\n[tr]\r\n\t[th:40]Elementalist Level[\/th]\r\n\t[th:40]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n\t[td]1st[\/td]\r\n\t[td]Earth Tremor, Tenser\u2019s Floating Disk[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td:]3rd[\/td]\r\n\t[td]Maximilian\u2019s Earthen Grasp, Dust Devil [\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]5th[\/td]\r\n\t[td]Meld Into Stone, Wall of Sand[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]7th[\/td]\r\n\t[td]Otiluke's Resilient Sphere, Staggering Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n\t[td]9th[\/td]\r\n\t[td]Passwall, Transmute Rock[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Stone Weapon[\/h2]\r\nAt 1st level, you gain the ability to shape the stone around you into simple weapons.\r\n\r\nWhen you use the ability, you can form a piece of a stone or multiple stones into simple weapons and can call them to your hand. Any weapon you make with this ability counts as a magical weapon that you are proficient with. Each weapon you make with this ability takes one action to make.\r\n\r\nAdditionally, you can cause a piece of stone to fly out from the ground or walls into your hand, this stone isn't formed into any weapon but it only takes a bonus action to make.\r\n\r\nAt 7th level, you gain the ability to make shields to accompany your Earth Armour feature.\r\n\r\n[h2]Terran Talks[\/h2]\r\nAt 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Terran, a dialect of Primordial, and you have advantage on Charisma checks against Earth Elementals.\r\n\r\nAdditionally, you have advantage on Nature checks involving tracking creatures who moved through dirt, stone, or sand, checking if the land around you is stable, and checks to see if rock formations are natural or not.\r\n\r\n[h2]Earth Skating[\/h2]\r\nAt 5th level, you can channel your magical ability into the ground beneath you, causing it to lift and move, taking you with it.\r\n\r\nEarth Skating allows you to conjure a small wave made of earth that you can ride on. The speed of the wave is 60 feet, and it allows you to easily travel up large hills, mountains, and stone structures, you speed is 30 when traveling up man made structures.\r\n\r\nAdditionally, you can leap off the wave and launch it at your enemies,  Each creature in the area of effect must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is Stunned for one round. On a successful save, a creature takes half as much damage and isn\u2019t Stunned.\r\n\r\nYou can only use the second part of this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.\r\n\r\n[h2]Bludgeoning Resistance[\/h2]\r\nAt 5th level, your body becomes used to the continued blows made by your own abilities that you become resistant to Bludgeoning damage.\r\n\r\nAdditionally, you become proficient with Martial Weapons and Medium and Heavy Armour.\r\n\r\n[h2]Earth Armour[\/h2]\r\nAt 7th level, you learn how to mold the earth around you into a sturdy, magical suit of armour.\r\n\r\nWith this ability, you can make a suit of armour for yourself or one of your allies, the suit can be any medium or heavy armour besides Hide. The suit of armour that you create also counts as a +1 item. While wearing this suit, you cannot wear any other suit of armour over or underneath it, the creature wearing it gains resistance to Bludgeoning, Piercing and Slashing damage and is immune to Poison damage.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.\r\n\r\n[h2]Landslide[\/h2]\r\nAt 15th level, your understanding of the stone and soil beneath you leads you to have a better understanding of the way they shift throughout the year and allow you to speed up and direct that process.\r\n\r\nOnce per day, you can cause a large torrent of stones to jut out from the ground and slide towards your enemies. When you use this attack, you launch a 30 foot tall, 20 feet long, and 10 foot wide wave of stones in a line that protrude from the ground towards your enemies,  each creature within that line must make a Strength saving throw against your spell save DC. On a failed save, the creatures take 8d6 Bludgeoning damage and are Stunned for 1 minute and knocked prone, on a successful save the creatures takes half as much damage and aren't Stunned or knocked prone.\r\n\r\n[h2]Might of the Mountains[\/h2]\r\nAt 18th level, you are so used to be thrashed about by your own abilities that you become immune to Bludgeoning damage.\r\n\r\nAdditionally, your understanding of the earth beneath you deepens greatly and thus grants you the following abilities:\r\n[ul][li]You now have Tremor Sense up to 60 feet.[\/li][\/ul]\r\n[ul][li]All of your attacks now do an extra 1d8 of Force damage and 1d8 Bludgeonimg damage and are considered magical.[\/li][\/ul]\r\n\r\nYour mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.\r\n\r\n[ul][li]Earth Tremor[\/li][\/ul]\r\n[ul][li]Maximilian\u2019s Earthen Grasp[\/li][\/ul]\r\n[ul][li]Transmute Rock[\/li][\/ul]","tabledata":"Level|Proficiency||Features|Cantrips|Spells|\u2014Spell Slots per Spell Level\u2014||||||||\r\n|Bonus|||Known|Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|\r\n1st|2||Spellcasting, Elemental Mastery, Elemental Control, Elemental Mastery Feature|4|2|2|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n2nd|2||\u2014|4|3|3|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n3rd|2||Elemental Strike|4|4|4|2|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n4th|2||Ability Score Improvement|5|5|4|3|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n5th|3||Primordial Travel, Elemental Mastery Feature|5|6|4|3|2|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n6th|3||\u2014|5|7|4|3|3|\u2014|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n7th|3||Elemental Mastery Feature|5|8|4|3|3|1|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n8th|3||Ability Score Improvement|5|9|4|3|3|2|\u2014|\u2014|\u2014|\u2014|\u2014|\r\n9th|4||\u2014|5|10|4|3|3|3|1|\u2014|\u2014|\u2014|\u2014|\r\n10th|4||Primordial Power|6|11|4|3|3|3|2|\u2014|\u2014|\u2014|\u2014|\r\n11th|4||\u2014|6|12|4|3|3|3|2|1|\u2014|\u2014|\u2014|\r\n12th|4||Ability Score Improvement|6|12|4|3|3|3|2|1|\u2014|\u2014|\u2014|\r\n13th|5||\u2014|6|13|4|3|3|3|2|1|1|\u2014|\u2014|\r\n14th|5||\u2014|6|13|4|3|3|3|2|1|1|\u2014|\u2014|\r\n15th|5||Elemental Mastery Feature|6|14|4|3|3|3|2|1|1|1|\u2014|\r\n16th|5||Ability Score Improvement|6|14|4|3|3|3|2|1|1|1|\u2014|\r\n17th|6||\u2014|6|15|4|3|3|3|2|1|1|1|1|\r\n18th|6||Elemental Mastery Feature|6|15|4|3|3|3|3|1|1|1|1|\r\n19th|6||Ability Score Improvement|6|15|4|3|3|3|3|2|1|1|1|\r\n20th|6||Master of the Elements|6|15|4|3|3|3|3|2|2|1|1|\r\n","tags":"Class, Spellcaster, Caster, Full Caster, Magic, Magical Abilities","isShared":"on","templateId":"25","blockId":"662028","world":"68ef6a6e-b7df-4ae8-8e94-2c3b8a981dfa","folder":""}