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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.  
 


Created by

Rayen.

Statblock Type

Class Features

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