Elemental Arcanist
Hit Points
Hit Dice: d6 per Elemental Arcanist level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Elemental Arcanist level after 1st
Proficiences
Armor: Light Armour
Weapons: Simple Weapons, Improvised weapons.
Tools: One set of artisans tools.
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Nature, Arcana, Insight, Survival, History, and Medicine.
Class Features
https://docs.google.com/document/d/1hHmEIBFRIVWIYRcfqJGsk5Dh-vjX2rSjUrl7QQ04H3M
Elemental Attraction
At first level, you chose Fire, Water, Earth or Air. Once per day as an action, you may use the effect attached to each.
Fire- You deal 1d6+Wis points of fire damage to any creature within 20ft.
Water- You can breathe freely underwater for 10 minuets.
Earth- You regain 1d6+Con hit points.
Air- You become immune to fall damage for 10 minuets.
At seventh level, the effect increases.
Fire- You deal 2d8+Wis points of fire damage to any creature within 20ft, and become resistant to fire damage for an hour.
Water- You can breathe freely underwater for an hour, and become resistant to cold damage for the duration.
Earth- You regain 2d6+Con hit points, and become resistant to two of the following; Non-magical slashing, Non-magical piercing, Non-magical bludgeoning, Poison, or Force damage for an hour.
Air- You gain a fly speed of 30ft, and take half damage from all Cloud, Fog, or otherwise inhaled effects for an hour.
ASI
At 5th, 9th, 13th, and 17th 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Arcane Shape
At the 20th level, you can use a bonus action to transform into a Great Elemental corresponding to your element. You can use this feature a number of times equal to your Wisdom modifier per day.
https://www.dandwiki.com/wiki/Great_Fire_Elemental_(5e_Creature)
https://www.dandwiki.com/wiki/Great_Water_Elemental_(5e_Creature)
Starting Equipment
(a) a quarterstaff or (b) a sickle
A component pouch
(a) A set of artisans tools or (b) an explorer’s pack
(a) A tinder box (b) pouch of sand or (c) flask of water.
Leather armour
Spellcasting
https://docs.google.com/document/d/185UI9HdAvT2dQUe4Ze09dMuNpYRBMpzUi-pUHpGdCMI
Your spell-casting modifier is Wisdom.
Subclass Options
Elemental Adaptation
Fire
At 3rd level, you learn the Control Fire cantrip. This does not count against the number of cantrips known.
Water
At 3rd level, you learn the Shape Water cantrip. This does not count against the number of cantrips known.
Earth
At 3rd level, you learn the Mold Earth cantrip. This does not count against the number of cantrips known.
Air
At 3rd level, you learn the Gust cantrip. This does not count against the number of cantrips known.
Spark of understanding
At 7th level, you learn the following spells that do not count against your total spells known.
Fire
Burning hands, Continual Flame, Elemental Weapon (Only Fire).
Water
Create or Destroy Water, Dragons Breath (Only Cold), Tidal Wave.
Earth
Earth Tremor, Augury, Meld into Stone.
Air
Zephyr Strike, Gust of Wind, Wind Wall.
Inner Innate
At 15th level you gain the following boon.
Fire
You become resistant to extreme cold, and gain Cold resistance.
Water
You become resistant to extreme heat, and gain Fire resistance.
Earth
You draw sustenance from the world, eliminating the need to eat. You also gain resistance to all poisons/poison damage.
Air
You can hold your breath for 10 additional minuets, and become immune to all Cloud, Fog, or otherwise inhaled spells.