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.
Prerequisites: Elemental Affinity: Air
You are acclimated to high altitudes, and do not suffer penalties caused by them (such as hours traveled counting as two in high altitudes), even those above 20,000 feet. You can hold your breath for a number of minutes equal to 5 plus your Constitution modifier.
Prerequisites: Elemental Affinity: Water
You gain the amphibious trait, allowing you to breathe underwater as well as in air. You are also immune to the effects of deep water, such as the pressure and penalties on actions.
Prerequisite: Elemental Affinity: Air
You are constantly under the effects of the feather fall spell as long as you are conscious. Moving in wind poses no penalty for you. If you need to roll a saving throw against a wind based effect, add an expertise die.
Prerequisites: Elemental Affinity: Fire; 5th level
You can harness the primal fear of fire. You gain proficiency in Intimidation. If you were already proficient, you instead gain an expertise die. You suffer no penalties for attempting to use Intimidation on creatures that do not share a language with you, or who have no language, as the fear of fire transcends all language. Additionally, when you are under the effect of the Frightened condition, you make your attack rolls against the subject of your fear with advantage rather than disadvantage.
Prerequisites: Elemental Affinity: Water
You gain resistance to cold damage. Additionally, your inner cool makes you naturally adapted to hot and cold climates.
Prerequisites: 6th level
Your interest in the elements has lead to you learning the ins and outs of the Elemental Lords and their politicking, the ecology of elementals, and the scheming of djinn. You have advantage on checks made to interact with elementals or to recall lore about them.
Additionally, you gain proficiency with Arcana. If you are already proficient in it, you instead gain an expertise die.
Prerequisites: Elemental Affinity: Water; Water Acclimation, Waterdancer adaptations, 11th level
You are at one with the water. You are able to walk on water as if it were land, though choppy water counts as difficult terrain. Your swim speed increases to twice your Speed, and moving in running water imposes no penalty upon you. You take no penalties for attacking underwater either.
Prerequisites: Elemental Affinity: Earth; 5th level
You gain a Climb Speed equal to your Speed when climbing on earth or stone, including natural or worked stone and brick.
Prerequisites: Elemental Affinity: Earth; 11th level
You gain a burrow speed equal to half your Speed. You can burrow through nonmagical, unworked earth and stone without disturbing it. You do not leave a tunnel behind you.
Prerequisites: Elemental Affinity: Earth
You ignore the speed reductions from difficult terrain from rocks, mud, or uneven terrain (like stairs). You gain expertise on saving throws to resist being moved.
Prerequisites: Elemental Affinity: Earth
If you have a hand free, you can use an action to manifest a shield from solid stone or metal. This acts as a medium shield. You can use your reaction to sacrifice this shield, as normal, and can use another action on a subsequent round to manifest a new shield.
Prerequisites: Elemental Affinity: Earth; 17th level; Adaptations: Tremorsense
By focusing for 10-minutes while sitting quietly in contact with natural earth or stone, you can cast commune with nature.
Prerequisites: Elemental Affinity: Water
Like ebbing water, you are able to quickly adapt your lies and deceptions during the flow of conversation. You gain proficiency in Deception. If you are already proficient, you instead gain an expertise die. Additionally, if you fail a Deception check made to tell a lie to a creature, you can instantly reroll, but you must take the second result, even if it is worse, as you notice they aren’t falling for your lies and quickly adapt. Once you use this ability on a creature, you cannot use it again on the same creature until you complete a long rest.
Prerequisites: Elemental Focus: Air; 5th level
As an action, or in place of your movement, you can teleport up to half your speed to a space that you can see and have line of effect to.
Prerequisites: Elemental Affinity: Earth or Water
As an action, you manifest a rough barrier of elemental material that you can control (earth and stone for earth, or water or ice for water). The barrier is a wall (3 ft wide, 5 ft tall, AC 10, 5 hit points per level) that is unable to support more than 5 lbs of weight. Water or ice is translucent, but earthen material is opaque. You can have a number of elemental barriers in existence equal to your spellcasting ability modifier; if you create more than your limit, you choose one of your existing barriers to crumble. Water and ice barriers last only 1 minute, unless the ambient temperature is below freezing.
Prerequisites: Elemental Affinity: Air or Fire
Using your wind or flames to boost you (creating an audible and visible display), you are always considered to have a running start when jumping, and you jump twice as far as normal.
Your elemental power isn’t just for destruction, but also art. You gain proficiency in Performance, and can use your elemental power in place of a tool. Make tool checks using your spell casting ability with proficiency.
Prerequisites: Elemental Affinity: Water; Healing Waters adaptation; 11th level
You can cast revivify as if it were a water spell.
You have refined your elemental control. At a range of 120 ft., you can move up to a 5-ft-cube worth of elemental material up to 5-ft as an action; the type you can control is determined by your Elemental Affinities. You can make ability checks with your spellcasting ability modifier with proficiency in place of tool checks to shape the material, such as making sculptures of ice or stone, shapes of water and fire, or reform clouds. Sturdy material, such as ice or stone, retains its shape as normal, but air, fire, or water does not retain its shape if you do not spend an action each turn controlling it.
Prerequisites: 11th level
By spending 10 minutes focusing, you can use your element to communicate with another creature on the same plane as you. You must be able to name the creature, and both you and the creature must be within 10-ft of an amount of elemental material that you have affinity for, such as fog, a bowl of water, a roaring fire, or a pile of rocks. An image of you and the creature you are speaking to appears within the elemental material. If a creature is unwilling to communicate, they can still see and hear you, but they do not appear to you unless they choose to respond. While you are focused in this way, you are unaware of your real surroundings and only perceive the person you are speaking to.
Prerequisites: 11th level
As an action, you can create a passage through an element in which you have elemental affinity. You can create a 15-ft wide, 15-foot-tall, 50-ft long tunnel through elemental material, following along with you as you move. The tunnel collapses and the elemental material returns to its previous state at the end of your turn if you do not use an action to maintain it each round. You can tunnel through storms, snow, soil and rock, wildfires, or even lava; the tunnel keeps all harmful effects from the material (such as heat, wind, or pressure) from affecting those inside while the tunnel is maintained.
Prerequisites: Elemental Affinity: Fire; 6th level
You can see through fire and smoke as if they weren’t there. You also gain darkvision 60 ft, or your existing darkvision increases in range by 60 ft.
Prerequisites: Elemental Affinity: Fire; 6th level
Fire is the element of destruction, but it is also an element of nurturing warmth. You gain proficiency in Persuasion. If you are already proficient in it, you instead gain an expertise die. Additionally, allies within 30 feet of you gain an expertise die on their saving throws against the Frightened condition, as your presence boosts confidence.
Prerequisites: Elemental Affinity: Fire; Elemental Leap adaptation; 11th level.
As an action, you shoot a burst of flame behind you and propel yourself up to 60 ft in a straight line; moving upwards costs twice as much movement. If you end your turn mid-air, you fall at the end of your next turn if you do not use this action again; you can also use flame jet as part of a fire blast attack, but it propels you in the opposite direction from which you attacked.
Prerequisites: Elemental Affinity: Fire; Elemental Leap and Flame jet adaptations; 17th level
You gain a fly speed equal to your speed, and can hover. When using the Flame Jet adaptation, you do not need to use it each round to keep from falling.
Prerequisites: Elemental Affinity: Water; Healing Waters adaptation; 11th level
When you use your Healing Waters adaptation, you can instead target yourself and up to 5 creatures of your choice within 30 ft. of you and heal them 1d4 hp per spell point spent, up to your spell point cap.
Prerequisites: Elemental Affinity: Water
As an action, you can touch a creature, using your elemental water and their own blood to heal them. The target creature heals 1d8 hp per spell point spent, up to your spell point cap.
Prerequisites: Elemental Affinity: Fire
You gain resistance to fire damage. Additionally, your inner heat makes you naturally adapted to hot and cold climates.
Prerequisites: Elemental Focus: Water; Icewalker adaptation; 17th level
When you move on your turn, you can choose to freeze the air ahead of you, creating a path of ice like a wall. The ice path can go up or down at a maximum angle of 45 degrees; moving upwards costs double your movement, and you get a bonus to your speed downwards equal to the downward angle of the slope. Each 10 ft section of the path has AC 12 and 30 hit points, and it is vulnerable to fire damage. If a section of the path is destroyed, the path collapses. Ice created with this adaptation melts after 1 minute, unless the air temperature is below freezing.
Prerequisites: Elemental Focus: Water; 6th level
You ignore difficult terrain from ice and snow, and can even walk upon the top of snow. You do not have to make checks or saves to balance on icy surfaces. You gain a Climb speed equal to your speed, but only on icy surfaces. You can move on top of water at half your speed, temporarily freezing the water below your feet; the ice washes away and melts after you pass. If the air temperature is below freezing, you can choose to create a path of ice behind you for others to follow, but the path must remain anchored to a surface, or else it melts in 1 minute.
Prerequisites: Elemental Affinity: Water, Watersense adaptation, 17th level
By spending 10 minutes quietly meditating while in contact with a body of water, you can project your senses through the water to a distance of 1,000 ft, perceiving things happening near the water. You can focus your senses on one specific place at a time, as if you were there. While you are using this ability, you are unaware at your true location.
Prerequisites: Elemental Focus: Earth; 5th level
You can use the Disarm, Grapple, Knockdown, and Shove maneuvers at a range of 60 feet, but only targeting metal objects or creatures made of or wearing significant amounts of metal (such as metal armor). When using Shove, you can choose to move the creature in any direction. When used against a creature, the normal size category restrictions are ignored. If you disarm a creature, you can pull the item to yourself as long as it weighs less than 5 lbs per level, otherwise it falls in the creature’s space.
Prerequisites: Elemental Focus: Earth; Magnetism adaptation; 17th level.
As an action, you learn telekinesis as an Earth spell without expending spell points, but it only works on objects made primarily of metal or creatures carrying or wearing metal.
Prerequisites: Elemental Focus: Fire; 11th level
You can cast dispel magic and remove curse as Fire spells, burning away the magic afflicting a target. When targeting a willing creature, you can forgo spending spell points and instead deal your fire blast damage to the target; this is treated as a dispel magic or remove curse of a spell level equal to the number of your elemental blast dice (maximum 9th).
Prerequisites: Elemental Focus: Fire; 5th level
Using your elemental fire, you can treat Disease or Treat Poison without healer’s tools. You can use your elementalist spell attack bonus in place of your Medicine skill.
Prerequisites: 17th level
You can cast plane shift without material components once between short rests. You can only travel to the ethereal plane, or an elemental plane linked to one of your elemental affinities, and back to the material plane.
Prerequisites: Elemental Affinity: Water; 5th level
You can cast lesser restoration as a Water spell using your spell points. At 17th level, you can cast greater restoration as a Water spell using your spell points.
Prerequisites: Elemental Focus: Air; Electric Slide adaptation, 17th level
As part of a lightning blast attack, you become a bolt of lightning and travel along with the blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target if it has multiple targets), or at the center of a burst or spread for shape augmentations like burst. This cannot be used with melee blasts or cone shaped blasts.
Prerequisites: Elemental Affinity: Earth; Shift Earth adaptation; 17th level.
By spending at least 10 minutes focusing, you can cast the move earth spell without spending spell points.
Prerequisites: Elemental Affinity: Fire; 5th level
As an action, choose an open flame within 120 feet, snuffing it out (or up to a 10-ft by 10-ft portion of it in the case of large fires) and transform it into a cloud of acrid smoke. The cloud blocks vision like fog cloud, and all creatures within the smoke must succeed on a Constitution saving throw or be poisoned; creatures poisoned by the smoke can repeat the saving throw at the end of each of their turns, ending the poisoned condition with a successful saving throw.
Prerequisites: Elemental Affinity: Earth; 5th level
You gain proficiency in Insight. If you are already proficient in it, you instead gain an expertise die. You also gain an expertise die to resist any attempt to intimidate you or read your emotions, and on saves against the frightened condition.
Prerequisites: Elemental Affinity: Fire; 17th level
Whenever you use the Dash or Sprint action, you leave behind a wall of fire in the spaces you left (as the spell). The flames last until the beginning of your next turn.
Prerequisites: Elemental Affinity: Earth; 11th level
You gain tremorsense to a range of 30 ft. With tremorsense, you can detect and pinpoint the vibrations of creatures and moving objects which are in contact with the same surface. It can’t detect flying or incorporeal creatures. If you do not move on your turn, you can send out a vibration that allows you to map your surroundings within 30 ft, detecting and pinpointing the locations of walls and other unmoving objects.
Prerequisites: Elemental Affinity: Water; 5th level
You can cast the spell disguise self without spending spell points.
Prerequisites: Elemental Affinity: Air; 5th level
You can use the wind to carry your whispers to any creature of your choice that you can see within 120 ft, as if they were the target of a message spell. Alternatively, as an action, you can cast whispering wind without expending spell points.
Prerequisites: Elemental Affinity: Air; 11th level
You can use the wind to throw your voice and create auditory illusions at a range of 120 ft. You can also modify your voice, changing its pitch to disguise it. Any attempts to recognize you by your voice must succeed on an Insight check against your elementalist spell save DC, and a Perception check or Wisdom saving throw can recognize the sounds as illusory projections.
Prerequisites: Elemental Affinity: Water; 5th level
By sliding on a layer of water, you can grant yourself a +10-ft bonus to your Speed on land. If you are in water, you instead use the currents to gain a swim speed equal to your speed.
Prerequisites: Elemental Affinity: Water; 17th level
You can cast the control water spell without spending spell points, except any effect you create only lasts for 1 round unless you spend an action every turn maintaining it. You can cast control water with your spell points as normal.
Prerequisites: Elemental Affinity: Water; 11th level
By sensing the currents and vibrations in the water, you gain blindsight with a 60 ft radius to detect anything that is in contact with the same body of water as you. With blindsight, you are not affected by darkness or other obscured areas. Your blindsight is hearing based, and does not operate if you are deafened. You can also see through fog, mist, or rain and snow as if they were transparent, though you know they are there.
Prerequisites: Elemental Affinity: Air; 5th level
You can see through fog and mist as if they were transparent, though you know they are there. You can hear through rushing wind, such as storms, as if they weren’t there. In windy areas, you can choose to see and hear as if you were in two places at once, both where you are and at an additional point. The additional point can be at a spot in the direction the wind is coming from, a number of feet away equal to the wind’s speed in miles per hour, potentially allowing you to see and hear around corners and other obstacles.
Prerequisites: Elemental Affinity: Air; Windsense adaptation, 17th level
By spending at least 10 minutes silently meditating, you can extend your senses through the air. This allows you to see and hear at a distance of 1,000 feet from you, as long as there are no barriers blocking air flow. You are able to move your senses at a speed of 100 feet per round, and you create a flowing current of air at the point you are sensing that can be noticed, with a Perception DC equal to your spell save DC. You can only focus your senses on one point at a time, and you are unaware of your actual surroundings while using this ability.
Prerequisites: Elemental Affinity: Air; Elemental Leap adaptation, 11th level
Using the air currents and rushing wind, you gain a fly speed equal to your Speed, and can hover while you remain conscious. When traveling overland in a smooth, direct path, you can increase your fly at a speed equal to double your speed in miles per hour, or half if you take other actions while flying (such as actively searching). You can use overland flight for a number of hours per day equal to your spellcasting ability modifier, or twice as long if you move half speed. If you continue to fly after that, you must make a DC 15 Constitution save or suffer a level of fatigue. You repeat this save once each additional hour of flight.
Prerequisites: Elemental Affinity: Air; Wings of Air adaptation, 17th level
Your fly speed increases to double your Speed. As an action, you can reduce your fly speed back to your Speed and instead grant all allies within 30 feet of you a fly speed equal to their speed (or 20 feet, whichever is greater); both effects last for 1 minute, and using the action a further time resets the duration to 1 minute.