When you create your elementalist character, first consider their elemental affinity. How did your character come about it? Was it a chance of birth or because your character comes from a heritage with strong elemental ties? Was it from a magical accident or from venturing too close to a place of strong elemental power? Was it bestowed upon them or was it a technique they learned?
Then, consider how your character’s personality interacts with their element. Does it suit them, like a brash, angry, violent fire elementalist, or a reserved, quiet, unemotional earth elementalist, or is their personality contrary to their element, like a brooding, hateful water elementalist, or a calm, slow air elementalist. Many elements have many facets, such as fire being warm or destructive, or earth being hard yet soil being soft and lifegiving. Your character’s element could have nothing to do with their personality either, but it likely shapes them in some fashion; how do they view their power?
Table: The Elementalist
Level | Proficiency Bonus |
Features | Blast Dice |
Augments Known |
Spells Known |
Spell Points |
Spell Level |
Adaptations |
---|---|---|---|---|---|---|---|---|
1 | +2 | Elemental Affinity, Spellcasting, Elemental Blast, Control Element, Elemental Defense | 1 | — | 1 | 2 | 1st | — |
2 | +2 | Augments, Adaptations | 1 | 1 | 2 | 4 | 1st | 1 |
3 | +2 | Elementalist Archetype | 2 | 1 | 3 | 5 | 1st | 2 |
4 | +2 | Ability Score Improvement | 2 | 2 | 3 | 6 | 1st | 2 |
5 | +3 | Expand Element | 3 | 2 | 4 | 7 | 2nd | 3 |
6 | +3 | Elemental Evolution (1) | 3 | 3 | 4 | 8 | 2nd | 3 |
7 | +3 | Archetype feature | 4 | 3 | 5 | 9 | 2nd | 4 |
8 | +3 | Ability Score Improvement | 4 | 4 | 5 | 10 | 2nd | 4 |
9 | +4 | Bind Elemental | 5 | 4 | 6 | 11 | 3rd | 5 |
10 | +4 | Elemental Defense improvement | 5 | 5 | 6 | 12 | 3rd | 5 |
11 | +4 | Improved Expand Element, Archetype feature | 6 | 5 | 7 | 13 | 3rd | 6 |
12 | +4 | Ability Score Improvement | 6 | 6 | 7 | 14 | 3rd | 6 |
13 | +5 | Improved Control Element | 7 | 6 | 8 | 15 | 4th | 7 |
14 | +5 | Elemental Evolution (2) | 7 | 7 | 8 | 16 | 4th | 7 |
15 | +5 | Archetype feature | 8 | 7 | 9 | 17 | 4th | 8 |
16 | +5 | Ability Score Improvement | 8 | 8 | 9 | 18 | 4th | 8 |
17 | +6 | Greater Expand Element | 9 | 8 | 10 | 19 | 5th | 9 |
18 | +6 | Elemental Defense improvement | 9 | 9 | 10 | 20 | 5th | 9 |
19 | +6 | Ability Score Improvement | 10 | 9 | 11 | 21 | 5th | 10 |
20 | +6 | Apotheosis | 10 | 10 | 11 | 22 | 5th | 10 |
As an elementalist, you gain the following class features.
Hit Dice: 1d8 per elementalist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma and Constitution
Skills: Choose two skills from Arcana, Athletics, Insight, Intimidation, Nature, Persuasion, and Survival.
You begin the game with 100 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
At 1st level, you have attained a connection with one of the elements, and can now channel it through your body. Choose an element from the list below. Your Elemental Affinity determines the nature of many of your other abilities, such as your Elemental Blast and Elemental Defense, which spells you can learn, and is a prerequisite for many Adaptations.
When you choose your Elemental Affinity at 1st level, you also gain a skill proficiency, chosen from one of two skills associated with your element. If you already have both offered skill proficiencies, choose one of the skills: you gain an expertise die with that skill instead.
Channeling raw elemental energy, you cast spells differently than other spellcasters. Your power is raw and unrefined, and takes care to shape it into true spells. See chapter 10 (page 490) of the A5E core rules for the general rules of spellcasting.
The Elementalist table shows how many spell points you have. To cast one of your elementalist spells of 1stlevel or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Elementalist table.
You regain all expended spell points when you finish a short or long rest.
Table: Spell Point Costs
Spell Level |
Spell Points |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
At 2nd level, you learn a 1st-level spell of your choice drawn from the elementalist spell list. Furthermore, you must have the spell’s elemental affinity to learn it as well; the elementalist spell list is divided by level and element. Regardless of the spell’s descriptions, an elementalist’s spells utilize their elements to create their effects. For instance, an earth elementalist’s black tentacles spell may appear as an earthen hand or thick grasping vines.
The Spells Known column of the Elementalist table shows when you learn more elementalist spells of your choice. Each of these spells must be of a level you are able to cast, and of an element in which you possess elemental affinity. For instance, when you reach 5th level in this class, you can learn one new spell of 1st- or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the elementalist spells you know and replace it with another spell from the elementalist spell list, which also must be of a level and element of which you can cast.
Your elemental power is wild and untamed, and it expresses itself differently in each elementalist. As such, the method that you understand and shape this power is individual to you. It may come through study and rigorous practice, insight and awareness of yourself, or pure will power.
Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell or ability refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for an elementalist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier
You can use an arcane focus as a spellcasting focus for your elementalist spells.
Spellcasting Ability and the Elements
While your spellcasting ability choice and your initial elemental affinity choice are not linked, you could consider their association when thinking of your character. Air and water have associations with serenity, swiftness, and adaptability, lending themselves to Intelligence or Wisdom, while Air could be associated with musical instruments and thus be paired with Charisma. Earth is sturdy, and could be linked with Wisdom, but it can also be seen as nurturing or strong willed, and be paired with Charisma. Fire has associations with brilliance, creativity, and passion, associating it with Intelligence or Charisma. Consider how your spellcasting ability choice reflects upon your character.
The most basic use of your elemental power is showcased by your ability to lash out with attacks of raw elemental energy. To use your elemental blast, as an action, make a ranged spell attack with a range of 60 feet. Your elemental blast deals damage equal to 1d6 + your spellcasting modifier, and the damage dealt is determined by the blast you used.
The elemental energy fades after the attack, but its effects are left behind (for instance, a fire blast could ignite flammable materials, and an earth blast or a water blast could smother or quench a fire, but an earth blast or water blast will not leave earth or water behind). Each elemental blast power has its own damage type, as seen below in table “Basic Elemental Blasts” and properties.
As you gain levels, the number of damage dice your Elemental Blast deals increases, as shown in the Blast Dice column on the Elementalist table. If you later gain a new Elemental Affinity, you gain access to that element’s blast as well.
Table: Basic Elemental Blasts
Affinity | Blast | Damage |
---|---|---|
Air | Air Blast | Slashing |
Earth | Earth Blast | Bludgeoning |
Fire | Fire Blast | Fire |
Water | Water Blast | Piercing |
Also at 1st level you learn to defend yourself with your elemental energy. You gain the elemental defense ability associated with your 1st level Elemental Affinity choice from the options below.
If you later gain an additional Elemental Affinity, you may change Elemental Defense element you have access to when you complete a long rest. If you switch from one Elemental Defense form to another, you lose access to all benefits from the other.
You wrap yourself in swiftly flowing wind to protect yourself against incoming attacks. You gain a +5 bonus to your speed.
Additionally, when you are hit by an attack, you can use your reaction to add your spellcasting ability bonus to your AC, potentially causing the attack to miss you. You can also use this same reaction in response to failing a saving throw against an inhaled effect, such as stinking cloud or an inhalation poison, gaining a +1d4 expertise die to the save.
At 10th level, you learn how to use your enveloping winds to redirect attacks. If a ranged weapon attack targeting you misses as a result of your enveloping winds reaction, you can choose another target within 60 feet of you and redirect the attack. You reroll the attack roll using your own Spell Attack modifier, using the damage of the original attack.
At 18th level, your enveloping winds become powerful enough to deflect even magic. You can now use your enveloping winds reaction to attempt to deflect any ranged attack, not just a ranged weapon attack.
You learn how to take on the attributes of hard, unyielding stone, either by literally hardening your skin or just hardening your resolve. You can use your spellcasting ability modifier in place of your Dexterity modifier when determining your AC.
At 10th level, you become immune to the additional damage from critical hits.
At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage.
You can defend yourself with searing flesh or protective flames. When you are hit by a melee attack, your attacker takes fire damage from your burning aura equal to your spellcasting ability bonus. You emanate bright light in a 30-foot radius, and dim light for another 30 feet. You can activate and deactivate this ability as an action.
At 10th level, when a creature is damaged by your Searing Flesh, it must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn. The base damage of searing flesh increases to 1d6 + your spellcasting ability bonus.
At 18th level, when a creature is damaged by your Searing Flesh it catches fire. The creature takes 1d8 ongoing fire damage for 1 minute; it can continue to make this save to end the effect at the end of its turn, or end the effect with an action on its turn. Also, the base damage of searing flesh increases to 2d6 + your spellcasting ability bonus.
You are able to protect yourself with a veil of flowing water. As an action, you can activate your veil of water, which grants you a +2 bonus to AC (this does not stack with the AC bonus from a shield) and an expertise die on saving throws against fire spells and effects. Additionally, when you are hit by a weapon attack, you can use your reaction to add your spellcasting ability bonus to your AC, potentially causing the attack to miss you. This expends your veil of water, which can be reactivated on a subsequent round as an action.
At 10th level, when you use your veil of water reaction, you gain resistance to fire damage until the start of your next turn. You can use this reaction in response to taking fire damage as well as being targeted by a melee attack, gaining your spellcasting ability bonus to your AC or saving throw bonus.
At 18th level, when you use your veil of water reaction in response to a melee weapon attack, the triggering attacker must make a Strength saving throw against your spell save DC or be pushed 15 feet.
In addition to creating damaging blasts of elemental energy, elementalists are able to command and control elemental material at a distance. As an action, an elementalist can create effects at a range of 30 feet, manipulating ambient elemental material to create any of the following effects. You must possess the proper elemental affinity to control an element.
If there is a source of elemental material within your Control Elements range, you can use your control element ability and use it as a point of origin for your elemental blast. The target of your attack must be within range of the elemental material, and the origin must be a significant source of elemental material: still air is not sufficient, for instance, but wind is; a candle isn’t, but a roaring campfire is; soil isn’t, but rocks are.
The elemental blast is resolved as normal, but the line of effect is drawn from the source of elemental material, redirecting wind, throwing a rock, causing a flame to leap, or launching a jet from a body of water. This may be used to bypass cover, or potentially launch surprise attacks. If the original elemental matter is small, such as a campfire or a bucket of water, it is snuffed out or used up by the attack. A solid object, like a rock, must be within your Command Elements weight limit, and the material takes damage equal to half your elemental blast when it hits its target.
You quickly adapt to your elemental power, developing your own style and method to manifest it. At 2nd level, choose an adaptation. You must meet its prerequisites. You gain additional elemental adaptations as you gain levels, as shown in the adaptations column of table: “the elementalist”. Your elemental adaptation options are detailed at the end of the class description. Additionally, when you gain a level in this class, you can choose one of the adaptations you know and replace it with another adaptation that you could learn at that level.
Where more refined spellcasters focus on shaping their magical energy into practiced, formulaic spells, you learn to shape your raw elemental blast more dynamically through the use of augments.
At 2nd level, you learn an augment of your choice. Your augment options are detailed at the end of the class description. At 4th level, and every even level thereafter, you learn an additional augment, as shown in the Augments Known column of the Elementalist table. Additionally, when you gain a level in this class, you can choose one of the augments you know and replace it with another augment that you could learn at that level. If you learn a bonus augment, it does not count against your Augments known.
Augments come in two forms: shape augments and substance augments. A single elemental blast can only be affected by one shape augment and one substance augment at one time. Shape augments typically modify the targets or area of effect of your elemental blast. Substance augments typically add effects to your elemental blast when it affects a target.
Augments have a spell point cost, which is paid as you use your elemental blast. You add together the spell point costs of the augments you are applying to your elemental blast, and your elemental blast is treated as a spell with a level equal to that spell point cost (if you apply a shape augment for 2 spell points and a substance augment for 3 spell points, costing a total of 5 spell points, your elemental blast is considered a 3rd level spell). You cannot spend more spell points on a single elemental blast than your highest Spell Level, as shown in the Spell Level column of the Elementalist table.
Certain augments only work with elemental blasts of certain elemental affinities, while others work with all elemental blasts. Any restrictions are listed in the description of the augmentations.
At 3rd level, you have wielded your elemental power long enough to truly make it your own. Choose an elementalist archetype, which shapes the way you manifest your power. Your archetype gives you additional features at 7th level, 11th level, and 15th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 5th level, your elemental power grows, expanding to new heights or widening to new expressions. You can either choose a second Elemental Affinity, or the Elemental Focus ability below (allowing you to further specialize later). If you gain multiple elemental affinities, you gain access to admixture blasts, also shown below.
Prerequisite: Elemental Affinity in the chosen element
If you choose Elemental Focus for your element, you gain access to a Focused Blast, shown below.
You can gain this ability multiple times, but for a different element each time.
A Focused Blast is a more focused and powerful version of a pure Elemental Blast. You must possess Elemental Focus in an element to use its Focused Blast. Focused Blasts have different damage types and properties than their basic counterparts, as shown in the table below:
Table: Focused Blasts
Affinity | Blast | Damage | Properties |
---|---|---|---|
Air | Lightning Blast | Lightning | Shocking: On hit, target loses reaction for 1 round. Gains +1d4 expertise die to hit against targets wearing metal armor or made of metal (or imposes a -1d4 penalty to saves for such targets) |
Earth | Metal Blast | Variable* | Variable Damage: Damage can be bludgeoning, piercing, or slashing, and can be treated as any metal (like silver or adamantine). Penetrating: Deals double damage to objects. |
Fire | Whitefire Blast | Radiant | Searing: On hit, target ignites, taking 1d6 persistent fire damage on the start of its next turn. Particularly flammable targets may continue to burn. |
Water | Cold Blast | Cold | Slowing: On hit, the target's speeds are reduced by 10 ft. |
An Admixtured Blast combines the power of two elements into one blast. If you have two or more Elemental Affinities, you gain access to Admixtured Blasts. Admixtured blasts deal two damage types (each damage type deals half the total damage) and have their own properties. Admixtured blasts can utilize augments of any of their base elements.
Table: Admixture Blasts
Affinity | Blast | Damage | Properties |
---|---|---|---|
Air/Earth | Sand Blast | Slashing and Piercing | Irritating: On hit, target suffers disadvantage on Perception checks for 1 round. |
Air/Fire | Plasma Blast | Bludgeoning and Fire | Dazzling: On hit, target suffers disadvantage on next attack roll. |
Air/Water | Storm Blast | Bludgeoning and Piercing | Pushing: On hit, target is pushed 10 feet. |
Earth/Fire | Lava Blast | Bludgeoning and Fire | Searing: On hit, target ignites, taking 1d6 persistent fire damage on the start of its next turn. Particularly flammable targets may continue to burn. |
Earth/Water | Ooze Blast | Acid and Bludgeoning | Slowing: On hit, the target's speeds are reduced by 10 ft |
Fire/Water | Steam Blast | Bludgeoning and Fire | Blistering: On hit, the target takes an additional 1d6 damage the next time it takes fire damage before the end of your next turn. |
When you reach 6th level, you gain a bonus adaptation–one showing how your closeness with elemental energy has begun to affect your mind and emotions. Choose one adaptation from the following list: Burning Fury, Courts of the Elemental Lords, Earthsense, Ebb and Flow, Elemental Performance, Elemental Transmission, Fire’s Warmth, Stone’s Composure, Veil of Mists, Voice of the Wind, and Greater Voice of the Wind.
You gain another bonus adaptation in this way at 14th level. When you gain a level in this class, you can choose one of the bonus adaptions you know and replace it with another bonus invocation from this list that you could learn at that level.
Starting at 9th level, an elementalist can use their power over the elements to attempt to bind an elemental. As an action, you may target an elemental creature you can see within range of your Control Elements ability. The elemental makes a Constitution saving throw against your spell save DC, becoming paralyzed for 1 minute if it fails. It repeats this saving throw at the end of each of its turns. Once an elemental succeeds this save, it becomes immune to your control element ability for 24 hours.
At 11th level, your elemental power further expands. You can continue to improve upon your original elemental affinity, or learn another element. If you possess Elemental Focus in an element, you can gain Elemental Specialization, shown below. Alternatively, you may choose another Elemental Affinity, or you may choose Element Focus.
Prerequisite: Elemental Focus in the chosen element
Attacks you make with elemental blasts and spells of your specialized element score critical hits on rolls of 19 to 20. When dealing damage with elemental blasts and spells of your specialized element, you ignore any damage resistance against those effects.
At 13th level, you gain greater control of your elemental affinities. The range of your Control Elements ability increases to 60 feet. You can now perform the following effects as an action, or sustain an effect from the previous round as an action.
At 17th level, your elemental power expands to its fullest. If you have specialized in an element, you can gain the Elemental Mastery ability, shown below. Alternatively, you can select another Elemental Affinity, or choose an Elemental Focus or Elemental Specialization that you qualify for.
Prerequisite: Elemental Specialization in the chosen element
Attacks you make with elemental blasts and spells of your mastered element score critical hits on rolls of 18 to 20. When dealing damage with elemental blasts or elementalist spells of the mastered element, you treat damage immunity as damage resistance (this is not further ignored by Elemental Specialization).
At 20th level, you have learned to truly command and wield elemental power on par with the elder elementals. Choose one of the following features; you must meet its prerequisites.
Prerequisite: 20th level Elementalist
You are able to command your elemental power with great practiced ease. Reduce all spell point costs for your spells, augmentations, and other abilities by 1, to a minimum of 1 spell point.
Prerequisite: Elemental Mastery in Water, and the Healing Waters adaptation.
You have mastered the ability to convert elemental energy into the energy of life. You can cast mass heal once without expending a spell slot or spell points. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Focus in Air and Water
You have mastered the elements that make up the power of the weather and storms. You can cast control weather once without expending a spell slot or spell points. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Affinity in Air, Earth, Fire, and Water
You have mastered the four base elements, and discovered that through them all the other elements can be created. You can freely apply your augments to any blast, regardless of element requirements.
Additionally, you gain a bonus adaptation. This adaptation can be chosen from any that you qualify from, and you can freely retrain it for another you qualify for during a short or a long rest.
Prerequisite: Elemental Mastery in Water
You have mastered the raging seas, elemental water. You are able to cast tsunami once without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Mastery in Air
You have mastered the power of air. You are able to cast tornado once without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Mastery in Fire
Unlike other masters of fire, you know that fire’s destruction is how nature clears space for rebirth. You are able to cast phoenix rebirth once without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Mastery in Earth
You have mastered the tremendous power of the earth. You are able to cast earthquake once without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Focus in Fire and Water
You have mastered the opposing forces of fire and ice, fusing them into pure power. You can cast flashfreeze heatwave once without expending a spell slot or spell points. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Focus in Earth and Fire
By focusing on the powers of earth and fire, you have mastered the powers of lava. You can cast eruption once without expending a spell slot or spell points. Once you use this feature, you must complete a long rest before you can use it again.
Prerequisite: Elemental Mastery in Fire
You have mastered the destructive, wild power of the heat and flames. You are able to cast incendiary cloud once without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
When you gain access to a new augmentation, choose one of the following. Some augmentations have elemental requirements, and can only be applied to a blast that has that element, and all have a level requirement. Augmentations will state whether or not they are shape augmentations or substance augmentations; you can only apply one shape augmentation and one substance augmentation to a single attack with elemental blast.
Many shape augmentations change the blast from a single target ranged spell attack to an area effect. Such augmented blasts target all targets within the stated area and they must make saving throws against your spell save DC. The outcome of the saving throw is determined by the augment. A failed save counts as a hit for purposes of blast effects or substance augmentations that trigger on hit.
A full list of Augmentations with their descriptions and prerequisites can be found here.
When you gain access to a new adaptation, choose one of the following. Most adaptations have an elemental affinity requirement, and some have other requirements, such as minimum elementalist level or another adaptation.
A full list of Adaptations with their descriptions and prerequisites can be found here.