Maybe you always felt like your power came from somewhere else; an imaginary friend, your conscience, your desires, a mischievous spirit. Maybe the second coming to you is a surprise. Regardless, your power has grown beyond your body and taken up residence in the form of a small companion elemental. The appearance of these elementals are as unique as the elementalists themselves, but they are all united in being made of their element.
At 3rd level, you learn how to focus some of your power tightly until it manifests as an elemental creature. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Elemental Companion stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s exact appearance, which has no effect on its game statistics, but the creature is made of pure elemental material: windy clouds for air, flames for fire, soil and rock for earth, and roiling water for water. Your elemental companion’s element is determined by your elemental affinity. This determines a number of its abilities and features. If you possess multiple elemental affinities, you choose one of them when your elemental companion manifests; you may switch if you summon a new one.
In combat, your elemental companion shares your initiative count. It can move and use its reaction on its own, but the only action it takes on its turn is the Dash, Dodge, or Sprint action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action, not just those listed (such as basic combat maneuvers like Push or Grapple).
When you cast a spell or use elemental blast, you can have your elemental companion be that spell’s origin, as long as you can see your elemental companion and it is within 60 feet. Additionally, as an action, you can spend spell points to heal your elemental companion if you can see it and it is within 60 feet of you; it regains a number of hit points equal to 1d8 per spell point you spend, up to your spell point casting limit. Your elemental companion has its own Hit Dice, which it can use to heal during short rests. If your elemental companion has died, you can revive it by focusing your power during a short or a long rest. Rather than reviving a companion, you can alternatively summon a new one.
Your elemental companion also dies if you die. When it dies, it crumbles and evaporates, fading into nothing and leaving behind any items it was wielding, wearing, or carrying. If you are unconscious, your elemental companion acts on its own to defend you, using its full range of actions, remaining by your side.
Primordial Tongue
Also at 3rd level, your close trafficking with elementals has taught you their language. You gain a bonus language, depending on your Elemental Affinity; if you later gain more Elemental Affinities, you learn those languages as well.
Constant cooperation with your elemental companion has led to the discovery of new tactics.
At 7th level, your elemental companion grows to medium size, though you can reduce its size to small or back again as an action. It gains +1 hp per level, and its Hit Dice increase to d8’s. While it is medium-sized or larger, it also gains one of the following features:
Disaster: Your companion is a violent force of nature akin to a small natural disaster. When it is hit by a melee attack, the attacking creature takes 2d6 damage. Air elementals deal lightning damage, Earth elementals deal bludgeoning damage, Fire elementals deal fire damage, and Water elementals deal cold damage.
Guardian: Your companion has grown into your stalwart guardian. As a reaction in response to a creature it can see within its reach making an attack roll, it can impose disadvantage on that attack roll as long as the target of the attack is not the elemental companion. Additionally, the companion’s AC increases by +2.
Storm: Your companion has learned to be swift and agile like a storm. When it is hit by an attack, it can use its reaction to reduce that attack to half damage. Additionally, when it makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.
As you grow in power, so does your elemental companion.
At 11th level, your elemental companion grows to large size, though you can reduce it to medium or small or back again to large as an action. It gains another +1 hp per level, and its Hit Dice increase to d10’s. Additionally, as an action while it is large sized, you are able to use your action to command your elemental companion to use its Elder ability, shown below.
Air, Whirlwind: Your elemental companion takes the form of a whirlwind, flies up to half its speed without provoking opportunity attacks, and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during its turn, that creature must make a Strength saving throw against your spell save DC. On a failure, the creature is carried inside the elemental’s space until the whirlwind ends, taking your air blast damage, and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures.
Earth, Earth’s Embrace: Your elemental companion makes a melee attack against one Large or smaller creature within 5 ft. of it. It uses your spell attack bonus and deals damage equal to your earth blast. If the attack hits, the target is grappled (escape DC is equal to your spell save DC). Until this grapple ends, the elemental can’t burrow, but its slam attacks are made with advantage against the grappled target. The elemental can move at full speed while carrying grappled creatures. It can grapple one Large creature or up to four Medium or smaller creatures.
Fire, Wildfire: Your elemental companion moves up to half its Speed without provoking opportunity attacks. It can enter the spaces of hostile creatures, but not end its movement there. When a creature shares its space with the elemental for the first time during this movement, the creature makes a Dexterity saving throw against your spell save DC. On a failure, it takes your fire blast damage, or half damage on a success.
Water, Whelm: Your elemental companion targets each Large or smaller creature in its space. Each target makes a Strength saving throw against your spell save DC. On a failure, the targets take your water blast damage and are grappled (escape DC equal to your spell save DC); a creature can attempt to escape with an Athletics check instead of a Strength or Dexterity saving throw if it chooses, swimming free. Until this grapple ends, the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures.
The bond between you and your elemental companion is so complete that philosophers debate where one soul ends and the other begins.
At 15th level, you and your elemental companion gain the ability to speak with each other telepathically, as well as share each other’s senses, as long as you are within 60 ft. You no longer need to see it in order to be able to give it commands or use it as the origin for your spells.
Additionally, when you cast a spell targeting yourself, you can also affect your elemental companion if it is within 60 feet of you.