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Elemental User


Hit Points

Hit Dice: d8 per Elemental User level
Hit Points at first Level: d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Elemental level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose two skills from Acrobatics, Persuasion, Insight, Intimidation, Perception, and Survival

Overview & Creation

A nimble and quick fighter dodges a blow from a Opponent and all of the sudden tree branches spiral out of his fingers impaling their Opponent.   As an Elemental User you are able to control an element of your choosing for example, Water, Fire, Earth, Air, or Electricity. Your able to summon this element from within and control it within 100 ft of you. This will be your subclass.


Class Features

Name Cost: Range: Duration:


Starting Equipment

(a) Studded Leather or (b) Leather Armor, Pistol and 2 Magazines of 10 Bullets (a) a martial weapon or (b) two simple weapons (a) a dungeoneers pack or (b) explorers pack


Spellcasting

You have elemental points. Also known as EP. You start with 2 EP. You regain these by a Long Rest.   Control Element Level 1 You are able to control one of the elements of Water, Fire, Earth, Air, or Electricity as a subclass.   EP Increase Level 2 You gain one extra EP at level 2   Extra Spells Level 3 you are able to choose two new spells that are either 1st Level or 2nd Level of your element.   Extra Action Level 4 Using 1 EP you are able to do a second action on your turn   Surrounding Elements Level 5 You are able to use a nearby element that is similar to yours to use as EP instead of an actual EP, but you can only do this once per encounter. For Example a Fire User pulls fire from a nearby tree on fire to use for his next attack or during a lightning storm a Electricity User pulls a lightning strike towards him to fuel his next attack. Depends on what is in the environment around.   Elemental Smite Level 6 Using 2 EP you summon your element within and release a devastating attack 1d12 (Fire, Lightning, Thunder(Air), Bludgeoning(Water), or Piercing(Nature) damage depends on the element you chose. ) damage in a 30ft cone in front of yourself, Dexterity save against your spell save DC for half damage. Does one extra d12 per EP applied.   EP Increase Level 9 You gain two extra EP at level 9   Ability Score Improvement Level 10 When you reach level 10 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   EP Increase Level 11 You gain one extra EP at level 11   Ability Score Improvement Level 12 When you reach level 12 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   EP Increase Level 15 You gain one extra EP at level 15   Ability Score Improvement Level 16 When you reach level 16 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   Elemental Control Level 18 You gain advantage on all rolls that involve you using your element.   Ability Score Improvement Level 19 When you reach level 19 you can increase an ability score by 2 or increase 2 by 1, can't increase a score past 20   Elemental Master Level 20 You have mastered the your element and you can either choose to increase your EP by three or gain another element.


Subclass Options

The Element All elemental users have an element which they can use to their advantage. They usually learn they have an element at a young age and fully grasp the basics in their late teenage years. The one they learn they have will influence them for the rest of their life. These are...
    Fire User This person's element is fire. They use fire for their own advantage in whatever situation they can.   At First level you must choose 4 Fire User spells out of the 1st Level and Gain Fire Resistance.   At Level 3 you gain one extra EP.   At Level 5 you are able to choose two new spells that are either 1st Level or 2nd Level.   At Level 7 You can choose one of the two abilities   Out-bursting Inferno Cost: 3 EP Range: 30ft around you in a circle Duration: 1 Turn You explode in fire as a fire spread up to 30ft in a circle around you dealing 3d12 Fire Damage to anyone caught in the inferno. Increases to 5d12 at Level 14, 8d12 at level 20.   Calm Wisp Cost: 3 EP Range 30ft around Duration: 8 Hours Anyone around you in 30ft is always feeling warm and toasty. You gain advantage on any charisma checks and if anyone attacks people within 30ft of you for cold damage they have disadvantage.   At Level 10 you are able to choose two new spells that are from either 1st, 2nd, or 3rd level.   At Level 14 you gain one extra EP.   At Level 17 you are able to choose two new spells that are from either 1st, 2nd, 3rd. or 4th level.   At Level 20 You are immune to any attack that deals Fire Damage   1st Level Fire User spells   Inflaming Strike Cost: 1 EP / 1 Action Range: 5ft in front to you Duration: 18 Seconds Your fist ignites in a flame as you strike your opponent. You do 1d8 + your Unarmed Strike. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Flaming Weapon Cost: 1 EP / 1 Bonus Action Range: Touch Duration: 1 Minute You ignite your Melee weapon in flames and attack your opponent. Weapons Attack and +2 Fire Damage, +4 at Level 4, +6 at Level 8, +8 at Level 12, +10 at level 16.   Torch Cost: 1 EP / 1 action Range: 60 ft Duration: 8 Hours Your hand catches fire and your able to use it as a torch, to light things on fire, or anything else you can thing of. Torch can't do any damage.   Mending Cost: 1 EP / 1 Action Range: Touch Duration: Instantaneous You are able to hold a broken object in your hands and apply heat that can put it back together. Only works with objects where heat can repair it.   Cauterize Cost: 1 EP / 1 Action Range: Touch Duration: Instantaneous You place your hand on a party member and cauterize their wounds which also stabilizes them.   Fire Wall Cost: 1 EP / 1 Reaction Range: 5 ft in any direction around you in a crescent shape . Duration: 12 Seconds With your hand you quickly aim in any direction and make a half circle around you and block any attacks coming from that direction. Anyone caught in the area of the fire wall they take d10 Fire damage and are thrown backwards 5ft.   Fire Bolt Cost: 1 EP / 1 action Range: 120 feet Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   Fire Armor Cost: 1 EP / 1 Action Range: Yourself Duration: 18 Seconds You summon fire that surrounds you like armor. Your new AC is 14 + your Dexterity.   Flaming Kick Cost: 1 EP / 1 Action Range: 10 ft Duration: Instantaneous You run forward or come from mid air bringing down your leg in flames and kick your opponent. Unarmed Strike + 1d4. 1d4 when you reach 4th Level, another 1d4 at 9th Level, and another 1d4 at 14th Level. Your Opponent must roll a Dexterity saving throw or be thrown prone.   Ashen Skies Cost: 1 EP and wood / 1 Action Range: 30 ft around you Duration: 18 Seconds You light a piece of wood on fire and throw it far into the air. Everyone within 30 feet of you must make a Dexterity Saving throw for the next three turns. If they fail a saving throw on one of those turns they have disadvantage.   2nd Level Fire User spells   Flame Burst Cost: 2 EP / 1 Action Range: 30 ft around you in a circle Duration: Instantaneous Your hand is set ablaze as you strike the ground causing the flames summoned to burst out 30ft all around you. Any creature within 30 ft of you must roll a Dexterity saving throw to half the damage or take a full 2d10 fire damage. Another 1d10 at 8th Level, another 1d10 at 13th Level, and another 1d10 and 17th level.   Blazing Barricade Cost: 2 EP / 1 Action Range: 20ft in front of you and forms a 30 ft crescent around you and your allies. Duration: 12 Seconds You raise your hand and raise a wall of fire around you and your allies. Anyone standing where the wall was raised takes 1d12 damage and is thrown back 10ft   Burning Hands Cost: 2 EP / 1 action Range: Self 15-foot cone Duration: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.   Fueling explosion Cost: 2 EP and Gasoline or Coal / 1 Action Range: 30ft Cone Duration: Instantaneous You hold a piece of coal or a little gasoline in your hand and fire it amassing a explosion in front of you up to thirty feet. roll 3d8 for damage, each opponent caught in the blast must make a dexterity saving throw and if succeeds takes half damage. Can add Another 1d8 at 8th Level, another 1d8 at 13th Level, and another 1d8 and 17th level.   Clashing Flames Cost: 2 EP / Reaction Range: 5ft Duration: Instantaneous You summon a Fire blade from your palm to parry a blade and counter attack. You add a +2 to your AC. If they hit with their roll you can roll a attack for a scimitars damage.   Relentless Flame Cost: 2 EP / 1 action Range: 500 ft Duration: 8 Hours You Launch a flame out of your hand at an opponent that does 3d4 Fire damage. Until an opponent makes a Dexterity Saving Throw that succeeds that flame will attack them each turn. Still must roll to hit   3rd Level Fire User spells   Flaming Bombardment Cost: 3 EP and Gunpowder / 1 Action Range: 60ft Duration: Instantaneous You pull out Gunpowder and throw it towards the sky above, then you fire a mote of fire at it. The Gunpowder explodes and launches projectiles up to 60 ft in front of you. Anyone caught in the blast must make a Dexterity saving throw on a succeeding saving throw they take half damage if they fail they take full damage. roll 7d6 for piercing damage to everyone caught in the zone of fire.   Chain of Fire Cost: 3 EP / 1 Action Range: 30 ft x 30 ft Duration: Instantaneous You fire a Chain of Fire in front of you in a straight line that goes to 30 ft, then you swing it to your right or left until the chain aligns with your left side or right side in a straight line. Like 1/4 of a circle. Everyone that is caught by the chain must roll to dexterity saving throws one to half the damage and one to not be knocked prone. You roll 5d8 for damage.   Incinerating Blow Cost: 3 EP and Coal / 1 Action Range: 5ft Duration: Instantaneous You hold a piece of Coal in your hand and set your hand ablaze and punch the opponent in front of you. Your opponent must make a dexterity saving throw to half the damage. If they fail they take 5d12 Bludgeoning Damage + Unarmed Strike Damage and they are sent flying backwards 30ft or until they strike a wall.   Land of Fire Cost: 3 EP / 1 Action Range: Touch and spreads 20ft around the place of origin in every direction per turn Duration: Until is put out or user ends the fire You place your hand on a tree, shrub, wooden house, or anything flammable. You start a fire there and it begins to spread like a wildfire throughout the area. anyone caught in the wildfire has disadvantage and must roll a successful Dexterity Saving Throw to take half damage. Every turn their in the wildfire they take 2d10 fire damage. You can stop the wildfire any time you please   4th Level Fire User spells   Napalm Hands Cost: 4 EP and Gasoline or Coal / 1 Action Range: 5ft Duration: 18 Seconds You hold gasoline or coal in your hands and begin to set your hands ablaze. They begin crackling as you punch your opponent releasing a giant explosion. You must roll to hit your opponent. If you hit you roll 10d10 Bludgeoning Fire Damage + Unarmed Strike. Your opponent is also launched back 50ft or until they hit a wall. Lasts 3 turns   Flaming Roundhouse Cost: 4 EP / 1 Action Range: 5ft Duration 18 Seconds Your left or right leg explode in fire and as you kick your opponent in the side either from the left or the right. You must roll to hit. If you hit you roll 8d12 Bludgeoning Fire Damage + Unarmed Strike. Your opponent Is stumbles 5 ft to the left or right opposite of where you kicked and must roll a dexterity saving throw to not be knocked prone.   Spiraling Flame Cost: 4 EP / 1 Action Range: Yourself - 60ft in a straight line Duration: Instantaneous You begin to throw a punch with flames spiraling around your arms and the spiral of flames shoots out of your punch going in a straight line up to 60 feet. Your opponent must make a successful Dexterity Saving Throw to half the damage. Roll 20d6 for Damage.
    Water User This person's element is Water. They use Water for their own advantage in whatever situation they can.   At First level you must choose 4 Water User spells out of the 1st Level.   At Level 3 you gain one extra EP.   At Level 5 you are able to choose two new spells that are either 1st Level or 2nd Level.   At Level 7 you choose one of the two abilities   Steaming Bash Cost: 3 EP / 1 Action Range: 30ft in any direction in a straight line Duration: Instantaneous You shoot water out of your hand and form a long noodle of water and bash it downward on your opponent. Must roll to hit and Opponent must roll Acrobatics or be grappled. Roll 4d10 Bludgeoning Damage and a 1d6 Fire Damage to anyone in that line that you hit.   Cult of Water Cost: 3 EP / 1 Action Range 100 ft Duration 1 Hour or until death You create two Water blobs that act as servants. They can do simple tasks or fight by your side. They have 15 HP and can do 1d8 of Bludgeoning Damage to Opponents. Must roll to hit. Increases to 3 at Level 10, 4 at level 15 , and 5 at level 20   At Level 10 you are able to choose two new spells that are from either 1st, 2nd, or 3rd level.   At Level 14 you gain one extra EP.   At Level 17 you are able to choose two new spells that are from either 1st, 2nd, 3rd. or 4th level.   At Level 20 You are immune to any Cold Damage   1st Level Water User spells   Create Or Destroy Water Cost: 1 EP / 1 action Range: 30 ft Duration: Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.   Water Strike Cost: 1 EP / 1 action Range: 30 ft Duration: Instantaneous You summon water from your hand and fire it it in a straight line in front of you. Must roll to hit. On a hit you do 1 d10 Bludgeoning Damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   Burst Stream Cost: 1 EP / 1 Action Range: 5 ft Duration: Instantaneous You use pressurized water to blast your hand forward to punch your opponent. Roll to hit. If you hit you do Unarmed Strike + 1d8 of Bludgeoning Damage. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Water Spikes Cost: 1 EP / 1 Action Range: you - 30ft Duration: 12 Seconds You can create a trail of 4 water spikes on any surface thirty feet away from you in any direction. Each spike does 1d8 of Piercing Damage. Depending on their size they can be hit by two. You must roll to hit. The Water Spikes increase to 6 when you reach 4th Level, 8 at 9th Level, and another 10 at 14th Level.   Water Raising Cost: 1 EP / 1 Reaction Range: 5ft Duration 1 Turn You Raise water to form a shield to block any attack besides magic missile. Your new AC is 13 + your Dexterity.   Healing Water Cost 1 EP and Medicine Check / 1 Action Range: Touch Duration: 1 Turn You are able to create water with medicine imbued into it and give it to an ally or yourself. Roll 1d6 + Spellcasting Modifier for HP then give it to yourself or your ally.   Heavy Rain Cost: 1 EP / 1 Action Range: 30ft surrounding you Duration: 18 Seconds You point your hand to the sky as Heavy rain pours down around you. Everyone, except you must roll a perception check or lose sight of everything and everyone.   Glistening Stream Cost: 1 EP / 1 Action Range: 15 ft Duration: 1 Minute You fire out a small thread of Water that glistens and can move it around like a whip. You must roll to hit. 1d4 + Your Dexterity Modifier Slashing Damage.   Hydro Boost Cost: 1 EP / 1 Action Range: 60ft Duration: Instantaneous You fire a large blast of water launching you into the air and 60 feet away in any direction.   Water Wheel Cost: 1 EP / 1 Action Range: 10 ft around you Duration: Instantaneous You spin releasing a wheel of water surrounding you going outwards. Must roll to hit. On a hit does 1d6 Slashing Damage. This spell’s damage increases by 1d6 when you reach 4th Level, another 1d6 at 9th Level, and another 1d6 at 14th Level.   2nd Level Water User spells   Ice Surf Cost: 2 EP / 1 Action Range: 100 ft Duration: 1 Minute Ice forms below your feet and it allows you boosts you speed x2.   Crystallization Cost: 2 EP / 1 Action Range: Yourself Duration: 2 Hours A Ice shell surrounds you and acts as armor 14 AC + Dexterity Modifier.   Ice Wall Cost: 2 EP / 1 action Range: 30 ft Duration: 1 Hour You raise a giant wall of ice to block any attacks coming towards you or a party member. Opponents must roll a successful strength check to break through it. Anyone on top of where the ice wall is raised is knocked back 10 ft and also must roll a successful dexterity saving throw to not be knocked prone.   Ice Shard Cost: 2 EP / 1 Action Range: 60 ft Duration: Instantaneous Ice shards begin to form in your hand and then they launch at your opponent. Must Roll AC to hit. Roll 1d6 whatever you roll then roll the amount of the d6 with d4's. This spell’s damage increases by 1d6 when you reach 8th level (2d6), 11th level (3d6), and 16th level (4d6).   Rising Tides Cost: 2 EP / 1 Action Range: 30ft cone. Duration: Instantaneous You stomp your foot onto the ground and a wave rises and slams into your opponents. Must roll to hit. On a hit roll 2d12 Bludgeoning Damage. Opponent must roll a Dexterity Saving Throw or be knocked Prone.   Float Cost: 2 EP / 1 Action Range: Yourself Duration: 1 Hour You can walk on water, but if thrown to violently you may be thrown into it.   3rd Level Water User spells   Water Encasing Cost: 3 EP / 1 Action Range: 60ft in any direction Duration: 1 Minute You surround your opponent with water and encase them in it. Your opponent must make a Acrobatics Check to not be encased. If they fail they are grappled and have disadvantage.   Raging Rapids Cost: 3 EP / 1 Action Range: 15ft between people Duration: Instantaneous A violent stream comes out of your hand and shoots out towards the nearest opponent, then it will chain attack at the users command anyone within 15ft of that opponent. Opponent must roll a Dexterity Saving Throw and if they succeed they half the damage taken. Roll 3d10 for Piercing Damage.   Hydro Punch Cost: 3 EP / 1 Action Range: 5ft Duration: 18 Seconds You surround your hand with fast flowing water and punch a opponent to the floor. You must roll to hit. If you hit you roll 5d12 + Unarmed Strike. Opponent Must roll succeed a Dexterity Saving Throw or be knocked to the floor.   Icy Planes Cost: 3 EP / 1 Action Range: 50 ft surrounding you Duration: 1 Minute You shoot ice on the floor all around you. Your opponents and allies within 30 feet of you must succeed a Dexterity Saving Throw or not be able to move for the turn. If they fail they can attempt to get out the next turn. Anyone on the ice who moves more than 10 ft per turn must Succeed a Acrobatics Check or be knocked prone.   4th Level Water User spells   Crashing Oceans Cost: 4 EP / 1 Action Range: 50ft All around you. Duration: 30 Seconds Out of your hands you shoot large pools of water which violently churn everyone within a 50ft radius. Anyone caught in the ocean must make a Dexterity Saving Throw and succeed to take half damage. Roll for 10d10 damage for everyone in the vicinity. They also must make a Athletics check higher than 15 or be grappled.   Expanding Ice Cost: 4 EP / 1 Action Range: 100ft cone Duration: 1 Hour You stomp your foot onto the ground and ice explodes forwards and upwards in a cone shape. Anyone that is in the area where the ice explodes must succeed a Dexterity Saving Throw to half the damage, Then they must succeed a Strength Saving Throw or not be able to move. They can roll another Strength Saving Throw their next turn to attempt to break out. roll 8d12 Piercing Damage.   Compressed Stream Cost: 4 EP / 1 Action Range: 75 ft in a straight line Duration: Instantaneous You put your hands together blast out a highly pressurized beam of water. Opponent must make a successful Dexterity Saving Throw for damage to be halved. Roll 20d6 Piercing Damage for anyone caught in the straight line.       Electricity User This person's element is Electricity. They use Electricity for their own advantage in whatever situation they can.   At First level you must choose 4 Electricity User spells out of the 1st Level.   At Level 3 you gain one extra EP.   At Level 5 you are able to choose two new spells that are either 1st Level or 2nd Level.   At Level 7 you gain expertise in two of the following of your choosing   Acrobatics, Persuasion, Insight, Intimidation, Perception, and Survival   At Level 10 you are able to choose two new spells that are from either 1st, 2nd, or 3rd level.   At Level 14 you gain one extra EP.   At Level 17 you are able to choose two new spells that are from either 1st, 2nd, 3rd. or 4th level.   At Level 20 You are immune to any Lightning or Thunder Damage.   1st Level Electricity User spells   Electric Enhance Cost: 1 EP / 1 Bonus Action Range: Touch Duration: 30 Seconds You imbue yours or an allies Melee weapon with electricity. If the weapons hits the the damage is Their Weapon's Damage + 1d4 Lightning Damage. 2d4 at Level 4, 3d4 at Level 8, 4d4 at Level 12,5d4 at level 16.   Electro Swing Cost: 1 EP / 1 Action Range: 5ft Duration: 18 Seconds Your hand begins surging with electricity as you swing at your opponent. You must roll to hit. You do 1d8 Lightning Damage + your Unarmed Strike. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Zapping Sweep Cost: 1 EP / 1 Action Range: 5ft Duration: Instantaneous Your leg surges with energy as you drop low and do a sweeping kick at your opponent. You must roll to hit. You do 1d8 Lightning Damage + Unarmed Strike. Your Opponent must succeed a Dexterity Saving Throw or be knocked prone.   Unnatural Impulse Cost: 1 EP / 1 Reaction Range: 5ft Duration: Instantaneous You fire up with electricity as someone goes for an attack at you. your AC is raised by +3 for that one attack.   Discharge Cost: 1 EP / 1 Action Range: Touch Duration: Instantaneous You touch an object and discharge electricity into it. You charge an object with electricity, You Stabilize a person that has been downed, or discharge electricity into someone to do damage. You must roll to hit. If you hit roll 1d8 Damage. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Thunder Wave Cost: 1 EP / 1 Action Range: 30 ft cone Duration: Instantaneous At the clap of your hand you discharge a load of energy towards your opponents. You must roll to hit. If you hit you roll 2d6 Thunder Damage. 3d6 at Level 4, 4d6 at Level 8, 5d6 at Level 12, 6d6 at level 16.   Electro kinetic Boost Cost: 1 EP / 1 Action Range: Yourself Duration: 12 Seconds Electricity surges through your body increasing your speed. You gain advantage on any attacks during this period of time.   Current Repulsion Cost: 1 EP / 1 Action Range: 30 ft Duration: Instantaneous You fire four bolts of Lightning away from you at the same or four different opponents. You must roll to hit. Each Bolt does 1d4 of damage. You add 1 bolt of Lightning at Level 4, 1 extra Bolt of Lightning at Level 8, Another 1 at Level 12, and one more at level 15.   Electric Cycle Cost: 1 EP / 1 Action Range 10 ft around you. Duration: 12 Seconds You place your hand on the ground and surround yourself with a circle electric current blocking anyone from physically attacking you, but ranged attacks can still hit. Anyone in the area where Electric Cycle is casted must make succeed a Dexterity Saving Throw to half the damage taken. Anyone caught in the way of the attack takes 1d8 Lightning Damage.   Taser Taser Cost: 1 EP / 1 Action Range: 30 ft Duration: Instantaneous You reach out your hand and a bolt of lightning shoots out of your finger. Your opponent must roll Succeed a Dexterity Saving Throw or be stunned for their next turn. Their next turn after that they can roll another Dexterity Saving Throw to break out of the stun.   2nd Level Electricity User spells   Explosive Thunder Cost: 2 EP / 1 Action Range: 60 ft Duration: Instantaneous You point out your hand and fire a Thunder Bolt at a person or the ground nearby, anyone within 15 ft of the person and the person must succeed a Dexterity Saving Throw to half the damage they will take. Roll 2d10 Thunder Damage. Add another 1d10 at 8th Level, another 1d10 at 13th Level, and another 1d10 and 17th level.   Blitzing Strike Cost: 2 EP / 1 Action Range: 5 ft Duration: 12 Seconds Your body surges as you prepare to strike your opponent. 2d12 + Unarmed Strike.   Lightning Chain Cost: 2 EP / 1 Action Range: 15ft From person to person Duration: Instantaneous You send a bolt of lightning to a nearby opponent which then ricochets and goes towards another opponent within 15ft, rinse and repeat. The opponents must make succeed a Dexterity Saving Throw to half the damage they may take. Roll 2d10 + Dexterity Modifier. Add another 1d10 at 8th Level, another 1d10 at 13th Level, and another 1d10 and 17th level.   Super Charge Cost: 2 EP / 1 Action Range: Yourself Duration: 30 Seconds You surge with electricity doing 1d4 Damage to anyone that touches you.You also deal an additional +4 Lightning Damage to any Attack that involves a Unarmed Strike. +6 at Level 8, +8 at Level 12, +10 at Level 16   Hyper Beam Cost: 2 EP / 1 Action Range: 30 ft in a straight line Duration: Instantaneous You fire a line of condensed electricity in a straight line in front of you. Anyone in this straight line must roll Succeed a Dexterity Saving Throw to half the damage they may take. Roll Dexterity Modifier + 3d8 Lightning Damage.   Plasma Orb Cost: 2 EP / 1 Action Range: 15 ft flies around you Duration: 1 Hour This Plasma Orb hovers around you and initiates combat with anyone within 15 ft of you that is considered hostile, it also can't go farther than 15 feet away from you. The Plasma Orb has 21 HP and does 2d8 Lightning Damage. You control who it attacks and where it moves around you.   3rd Level Electricity User spells   Lightning Storm Cost: 3 EP / 1 Action Range: 90 ft Duration: 30 Seconds Two lightning bolts strike up to 90ft away from you doing 1d12 damage per strike. They have a range of 15 ft around where they striked to do damage. An opponent can roll a acrobatics check to see if they dodge, but they can't dodge a second one if they doge into it.   Blackout Cost: 3 EP / 1 Action Range: 100 ft Duration: 1 Minute Electricity surges from you striking every light source and electrical device that is on nearby making the area completely dark for one minute. You and Opponents have to succeed a Perception Check or lose sight on everything nearby, unless you have night vision.   Black Lightning Cost: 3 EP / 1 Action Range: 50 ft Duration: Instantaneous You point out your hand and fire a Black Lightning Bolt at a person or the ground nearby, anyone within 30 ft of the person and the person must succeed a Dexterity Saving Throw to half the damage they will take. Roll 6d10 + Dexterity Modifier Lightning Damage.   Zeus's Hand Cost: 3 EP / 1 Action Range: 100 ft Duration: Instantaneous You point your hand and a lightning Bolt from a nearby cloud comes toward the ground and makes a boom. Anyone within 20 ft of the bolt must succeed a Dexterity Saving Throw to Half the damage taken. Roll 5d12 for damage.   4th Level Electricity User spells   Total Discharge Cost: 4 EP / 1 Action Range 100 ft Duration: Instantaneous You release a massive discharge of energy that surges all around you and shoots out up to 100 ft. Anyone caught within the blast must succeed a Dexterity Saving Throw to half the damage they take. Roll 12d12 for Lightning Damage. You must roll 3 and at least succeed 2 Constitution Saving Throws or be knocked unconscious.   Black Lightning Chain Cost: 4 EP / 1 Action Range: 20 ft From person to person Duration: Instantaneous You send a black bolt of lightning to a nearby opponent which then ricochets and goes towards another opponent within 20 ft, rinse and repeat. The opponents must make succeed a Dexterity Saving Throw to half the damage they may take. Roll 18d6 + Dexterity Modifier Lightning Damage.   Ion Blast Cost: 4 EP / 1 Action Range: 80 ft in a straight line Duration: Instantaneous You fire off a large ball of Ion energy at you opponent doing 10d12 Lightning Damage. Your Opponent Must succeed a Dexterity Saving Throw to half the damage they take. Then must make a second Successful Dexterity Saving Throw Or be knocked prone.       Earth User This person's element is Earth. They use Earth's abilities for their own advantage in whatever situation they can.   At First level you must choose 4 Earth User spells out of the 1st Level.   At Level 3 you gain one extra EP.   At Level 5 you are able to choose two new spells that are either 1st Level or 2nd Level.   At Level 7 you gain expertise in two of the following of your choosing   Acrobatics, Persuasion, Medicine, Nature, Perception, and Survival   At Level 10 you are able to choose two new spells that are from either 1st, 2nd, or 3rd level.   At Level 14 you gain one extra EP.   At Level 17 you are able to choose two new spells that are from either 1st, 2nd, 3rd. or 4th level.   At Level 20 You are one with the earth you are immune to any piercing Damage.   1st Level Earth User spells   Shillelagh Cost: 1 EP / 1 Bonus Action Range: Touch Duration: 1 minute The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.   Wall of Thicket Cost: 1 EP / 1 Action Range: 10ft away 15ft across Duration: 18 Seconds You fire out a thick brush of thicket 10 ft away from you to either block someone from getting through there or to block line of sight. If someone is standing where Wall of Thicket is summoned they must succeed a Dexterity Saving Throw to half the damage taken or take a full 1d8 Piercing Damage.   Spiraling Thorns Cost: 1 EP / 1 Action Range: 15ft In a straight line Duration: Instantaneous out of your hand you fire thorns at your Opponent. You must roll to hit. If you hit roll 1d8 Piercing Damage. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Rock Pummel Cost: 1 EP / 1 Action Range: 5ft Duration: 18 Seconds Your hands turn to stone as your ready to punch your opponent. You must roll to hit. If you hit roll your Unarmed Strike + 1d6 Bludgeoning Damage.   Healing Aura Cost: 1 EP / 1 Action Range: Touch Duration: Instantaneous You place your hand on a downed ally and channel earths aura to heal them. Roll 1d8 + Wisdom Modifier   Medicinal Berries Cost: 1 EP / 1 Action Range: Yourself Duration: Until Consumed You create 2 berries in your hand that when one is eaten it does 1d4 Healing. + 2 Berries at 4th Level, another 2 Berries at 9th Level, and another 2 Berries at 14th Level.   Slashing Sticks Cost: 1 EP / 1 Action Range: 5ft Duration: 18 Seconds You grow to sharp sticks out of both of your hands. These Sharp sticks do 1d6 Slashing Damage and count as Light Weapons. You must roll to hit.   Ever-growing Branches Cost: 1 EP / 1 Action Range: 20 ft Duration: Instantaneous Out of your fingers branches fire towards your opponent. You must roll to hit. If you hit the target takes 1d10 Piercing damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   Counter Push Cost: 1 EP / 1 Reaction Range: up to 15 ft Duration: Instantaneous If a Opponent swings and misses you you are able to push your self backwards, or to your right, or left side up to 15 ft away.   Vine Whip Cost: 1 EP / 1 Action Range: up to 50 ft away. Duration: 1 Minute You create 3 Sentient Vines that grow out of the ground where you designate they grow up to 50 ft away from you. They have 8 HP and have two attack moves. They can do 1d4 Bludgeoning Damage to anyone you designate to attack in 15 ft of them or Grapple an Opponent withing 15 ft of them. They must roll to hit and roll initiative when deployed. If they choose grapple the Opponent must roll a higher Acrobatics Check than the vines Athletics Check. + 1 Vines at 4th Level, another Vine at 9th Level, and another Vine at 14th Level.   2nd Level Earth User spells   Crashing Tree Cost: 2 EP / 1 Action Range: 50 ft in a straight line Duration: Instantaneous You summon a tree out of you fist and slam it on the ground in a straight line. Anyone in that straight line must roll succeed a Dexterity Saving Throw or be knocked prone and succeed a second Dexterity Saving Throw to half the damage they may take. Roll 3d10 for Damage.   Rock Block Cost: 2 EP / 1 Action Range 10 ft away from you - 20 ft long Duration: Permanent You summon multiple boulders to make a wall between you and your opponents. Your opponents will have to climb over the wall or break through it. Anyone standing where the Rock Wall was summoned must make Succeed a Dexterity Saving throw to not be knocked prone. If they are standing where the rock wall was summoned they will be on top of the wall when finished summoning.   Thorn Armor Cost: 2 EP / 1 Action Range: Yourself Duration: 1 Hour You cover yourself in thorns to form a weaker type of armor, but if you are attacked they take damage. Anyone who makes a melee attack against you must succeed a Dexterity Saving Throw to half the damage they take. Roll 1d6 Piercing Damage for anyone who attacks you and fails a DEX save.   Uprising Tree Cost: 2 EP / 1 Action Range: 50 ft Slanting Upwards Duration: Permanent You stomp your foot on the ground and cause a tree to explode upwards and forwards up to 50 ft Anyone in the way of the tree must make a Dexterity Saving Throw or take Dexterity Modifier + 2d8 Piercing Damage.Your opponent must also roll succeed a Dexterity Saving Throw or be Stuck in the tree. They may roll another DEX save their next turn to attempt to break out.   Move Earth Cost: 2 EP / 1 action Range: 120 feet Duration: Up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with   Cracking Earth Cost: 2 EP / 1 Action Range: 30 ft Duration: Instantaneous You smash the ground causing a crack in the ground to open up and go up to 30 ft in a straight line. Everyone on the line where the crack opened up must make succeed a Dexterity Saving Throw or be stuck for their next turn. They may roll another DEX save to attempt to get out of the crack their turn after that. They must also succeed on another Dexterity Saving Throw or be knocked prone.   3rd Level Earth User spells   Rock Expulsion Cost: 3 EP / 1 Action Range: 30 ft around you Duration: Instantaneous you launch a bunch of small sharp rocks out of you in circle that goes out to about 30 ft. They must make succeed a Dexterity Saving Throw to half the damage they take. 5d10 Dexterity Modifier Piercing Damage.   Freelancing Vine Cost: 3 EP / 1 Action Range: 30 ft x 30 ft Duration: Instantaneous You shoot out a long vine in front of you in a straight line that goes to 30 ft, then you swing it to your right or left until the vine aligns with your left side or right side in a straight line. Like 1/4 of a circle. Everyone that is caught by the vine must roll to dexterity saving throws one to half the damage and one to not be knocked prone. You roll 6d8 for damage.   Spiraling Jungle Cost: 3 EP / 1 Action Range: 100 ft around you Duration: 1 Hour You are able to change the environment around you to a Jungle. Movement is halved for everyone and any ranged attacks by anyone is at disadvantage. You are able to make the jungle disappear anytime that you want.   Boulder Smash Cost: 3 EP / 1 Action Range: 5 ft Duration: Instantaneous You turn your hand into a medium sized boulder and smash your opponent. You must roll to hit. If you hit you roll 5d12 + Unarmed Strike. Opponent Must roll succeed a Dexterity Saving Throw or be knocked to the floor.   4th Level Earth User spells   Rock Ball Cost: 4 EP / 1 Action Range: 50 ft Duration: Instantaneous You summon a large rock ball and fling it forwards in a straight line. You must roll to hit. If you hit you do 8d12 + Dexterity Modifier Bludgeoning Damage.   Earthquake Cost: 4 EP / 1 Action Range: 100 ft around you Duration: 30 Seconds You strike the ground causing a earthquake to rumble the area around you. Everyone must succeed a Dexterity Saving Throw or be knocked Prone. Then succeed a second Dexterity Saving Throw to half the damage they take. Roll 20d6 Force Damage   Harden Cost: 4 EP / 1 Action Range: Yourself Duration: 30 Seconds Your skin begins to harden and feels like rock. You new AC is 16 + Dexterity Modifier.   Air User This person's element is Air. They use Air's abilities for their own advantage in whatever situation they can.   At First level you must choose 4 Air User spells out of the 1st Level.   At Level 3 you gain one extra EP.   At Level 5 you are able to choose two new spells that are either 1st Level or 2nd Level.   At Level 7 you choose between these two abilities   Pilot Cost: 3 EP / 1 Action Range: Yourself Duration: 10 minutes You use wind to begin flying through the air. Your speed is now x2 and you can go into the air.   Tornado Cost: 3 EP / 1 Action Range: 50 ft Duration Instantaneous A tornado surrounds you and pulls everyone into it. Everyone within 50 ft of you must succeed a Dexterity Saving Throw or be pulled into the tornado. Once inside the tornado they can be thrown anywhere on the battlefield up to 50 ft away from you. They must then succeed an Acrobatics Check to half the damage taken from being thrown. Roll for 4d10 Bludgeoning Damage.   At Level 10 you are able to choose two new spells that are from either 1st, 2nd, or 3rd level.   At Level 14 you gain one extra EP.   At Level 17 you are able to choose two new spells that are from either 1st, 2nd, 3rd. or 4th level.   At Level 20 You are one the wind and air, you're immune to any Thunder Damage.   1st Level Air User spells   Aggressive Wind Cost: 1 EP / 1 Action Range 15 ft cone Duration: Instantaneous You clap your hands together sending a wave of wind at your opponents. You must roll to hit. If you hit you do 1d10 Damage. Your opponent must make a Strength Saving Throw or be pushed backwards 10 ft   Blasting Punch Cost: 1 EP / 1 Action Range: 5 ft Duration: Instantaneous You punch your opponent and as you make contact you release a burst of wind out of your fist. You must roll to hit. If you hit roll Unarmed Strike + 1d8 Bludgeoning Damage. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Forceful Gusts Cost: 1 EP / 1 Action Range: 30 ft Duration: 12 Seconds You shoot strong gusts of wind in a certain direction. Anyone who makes a ranged attack through the wind must roll at disadvantage. Anyone who tries to move against the wind must spend 1 extra foot of movement for each foot moved.   Wind Wall Cost: 1 EP / 1 action Range: 10 ft Duration: 12 Seconds A wall of strong wind rises from the ground at a point you choose within range. The wall is 15 ft long. Anyone caught where the wind wall was raised will be thrown back 10 ft and must succeed a Dexterity Saving Throw or be thrown prone   Whiplash Cost: 1 EP / 1 Action Range: 10 ft Duration: 18 Seconds You summon a whip of wind and are able to strike an opponent within 10 ft of you with it. You must roll to hit and it works as a Martial Weapon. If you hit roll 1d8 Slashing Damage. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Helpful Wind Cost: 1 EP / 1 Action Range: 50 ft Duration: 1 Minute You create a gust of wind that can do any of the following within 50 ft of you. Grab a willing ally and take them to a destination of your choosing, Grab an object, or bring an object to anyone. The gust of wind can move 35 ft per turn. Any attacks made against the gust of wind will immediate make it dissipate.   Impactful Kick Cost: 1 EP / 1 Action Range: 5 ft Duration: Instantaneous You run forward or come from mid air using wind to propel you kick to deal a even more impactful blow. Unarmed Strike + 1d4. 1d4 when you reach 4th Level, another 1d4 at 9th Level, and another 1d4 at 14th Level. Your Opponent must roll a Dexterity saving throw or be thrown prone.   Condensing Wind Cost: 1 EP / 1 Action Range: 20 ft in a straight line Duration: Instantaneous You condense a ball of wind in your hands and shoot it at a nearby opponent. You must roll to hit. If you hit roll Dexterity Modifier + 1d8 Bludgeoning Damage. This spell’s damage increases by 1d8 when you reach 4th Level, another 1d8 at 9th Level, and another 1d8 at 14th Level.   Relentless Wind Cost: 1 EP / 1 Action Range: 30 ft around you Duration: 30 Seconds Heavy wind begins spinning around you and blowing violently. Any Opponent within 30 ft of you will have disadvantage on any attack rolls they make. If anyone tries to move within 30 ft of you it will cost them an extra 1 foot for each foot they move.   Burst Move Cost: 1 EP / 1 Reaction Range: 10 ft Duration: Instantaneous If an opponent attacks you and misses you can shoot your self 10 ft in any direction away from your opponent.   2nd Level Air User spells   Spiraling Wind Cost: 2 EP / 1 Action Range: 30 ft Duration: Instantaneous You hurl a spiraling bolt of wind at a Opponent within 30 ft of you. You must roll to hit. On a hit your opponent takes 3d10 Force damage. This spell’s damage increases by 1d10 when you reach 8th level (3d10), 14th level (43d10), and 17th level (5d10).   Air Strike Cost: 2 EP / 1 Action Range: 50 ft - 15 ft around Duration: Instantaneous You guide a large ball of air and send it crashing down on a area where you designate it tot hit. Anyone who is within 15 ft of the blast zone must succeed a Dexterity Saving Throw to half the damage they take. Roll 3d12 Force Damage.   Thunderclap Cost: 2 EP / 1 Action Range: 5 ft Duration: Instantaneous You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 5d6 thunder damage. The spell’s damage increases by 1d6 when you reach 8th level (6d6), 14th level (7d6), and 17th level (8d6).   Howling Whistle Cost: 2 EP / 1 Action Range: 50 ft Duration: Instantaneous You make a dangerous whistle up to 3 targets within 50 ft of you. They must succeed on a Constitution Saving Throw or have disadvantage for the next three turns   Blasting Gust Cost: 2 EP / 1 Action Range: 30 ft cone Duration: Instantaneous You fire a blast of condensed wind at any opponent within 30 ft cone of you.Anyone caught in the blast must succeed a Dexterity Saving Throw to half the damage they take. 3d12 Force Damage. The spell’s damage increases by 1d12 when you reach 8th level (4d12), 14th level (5d12), and 17th level (6d12).   Whirlwind Cost: 2 EP / 1 Action Range: 50 ft Duration: 18 Seconds You point and summon two whirlwinds anywhere within 50 ft of you.


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