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Elementalist


Hit Points

Hit Dice: d6 per Elementalist level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per elementalist level after 1st

Proficiences

Armor: Light Armour
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, History, Insight, Perception, Acrobatics, Medicine, and Nature

Overview & Creation

The gnome sat, flames swirling around her, as she stared into the eyes of a great Fire Elemental as it whispered its secrets to her, instructing her on how to command the flames around her to unleash hell upon her enemies or to cast a warm light amongst friends. As she took in the mighty creatures knowledge, her body became more comfortable with the scorching heat around her and her hands became wreathed in roaring flames that bent to her will.   At the top of a tall mountain peak stood a lone orc, watching over the town at the base of his home. Suddenly, with great speed he stomped his foot hard into the stone below, causing a chunk of earth to erupt from the surface and into his waiting hand. He pulled his arm back and launched the rock down towards the town with both his strength and magical ability, the stone flew down, and down until hitting the head of one of the members of a group of thieves trying to sneak into town, incapacitating them and alerting the guards to their presence. The orc smiles to himself as they are all caught and jailed and begins to slide down the mountain.   The halfling took two steps back and got into a running position. They looked out towards the horizon at the clouds, closed their eyes, and took a deep breath in to focus themselves. After finding their balance they opened their eyes wide and broke into a sprint, striding across the large rooftop of their tower with the speed of a quickling and the grace of a gazel. They kept going and going until finally, they got to the edge and leaped off, a massive gust of air shooting out from their feet as the launched themselves towards the clouds they were gazing at just moments ago.   Using the powers of nature to bend the elements to their will, whether from the wise instruction of elementals or by connecting to nature through deep meditation, elementalists are those who have almost become one with the very powers that make up the world and have mastered the art of controlling them as they please.  

Benders of the Elements

Masters of the base elements that make up the multiverse, Elementalists use spells and other magical abilites to harness the power of the Primordials and bend them to their will. Many Elementalists seek a mystical connection to elemental beings or just the elements themselves rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. Often times, rather than praying in temples and shrines, elementalists spend their time in an environment that matches their chosen elemental mastery, going so far as to even travelling to other planes of existence to get as close as possible with the elements they command.   Elementalist spells are focused on harnessing the base elements of the world around them—the strong stillness of stone, the roaring power of fire, the everchanging waves of the oceans, and the flowing might of the wind.  

Creating a Elementalist

When creating an elementalist, consider why your character has a connection with nature and the element of their chosen mastery. Perhaps your character lives in a small fishing town and dreams of being a world famous sailor, or perhaps they were kicked out of a wizarding school of some sort and decided to start learning magic through instinct and experience rather than books and lectures. Perhaps your character had a grand encounter with an elemental being, coming face to face with a Efreeti or a Xorn and surviving the experience. Maybe your character was born in another plane of existence such as the Elemental Plane of Fire or the Elemental Plane of Water, causing your character to have an affinity to the elements that were around them in their youth.   Have you always been an adventurer as part of your elementalist calling, or did you first spend time as a caretaker of a great and sacred flame or lake? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.  

Quick Build

  You can make a elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Second, choose the hermit or folk hero background.


Class Features

Elemental Mastery

Choose an elemental mastery, which describes your chosen element that drives your magical power.   Your choice grants you features when you choose it at 1st level and again at 3rd, 5th, 10th, and 20th level.  

Elemental Control

At 1st level, your understanding of the elements allows you to have a basic control over them as if you were casting a spell.   This effect allows you to magically control the elements and cast spells at will, without needing components, based on your elemental mastery.  
Elemental Mastery Spells
Fire Control Flames, Produce Flames
Earth Mold Earth, Magic Stone
Water Shape Water, Ray of Frost
Air Gust, Thunderclap
 

Elemental Strike

When you reach 3rd level, you learn to imbue your strikes with the element that matches your chosen elemental mastery. When you do this, any melee attack you do does an extra 1d6 magical damage based on your elemental mastery.
Elemental Mastery Damage type
Fire Fire
Earth Force
Water Ice
Air Thunder
  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   This damage increases by 1d6 when you reach 5th level(2d6), 11th level(3d6), and 17th(4d6).  

Primordial Travel

When you reach 5th level, you gain the ability to use your elemental mastery to help you move around.  

Primordial Power

When you reach 10th level, you gain the ability to have nearly complete control over over the elements based on your elemental mastery.   This effect allows you to magically control the elements and cast spells at will, without needing components, based on your elemental mastery.  
Elemental Mastery Spells
Fire Flame Blade, Wall of Fire, Fireball
Earth Stone Shape, Erupting Earth, Wall of Stone
Water Control Water, Wall of Water, Watery Sphere
Air Gust of Wind, Control Winds, Wind Wall
 

Master of the Elements

When you reach 20th level, you can assume the form of a powerful elemental being. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:  
  • You turn yourself into an elemental being that corresponds with your chosen elemental mastery as if you had cast the Polymorph spell on yourself, While you are in this form you retain your wisdom, intellect and, charisma score and can cast spells as long as they don't require any material components.
 
  • The elemental being you turn into is twice as big as it would usually be and you count as a Huge creature.
  Once you use this feature, you can't use it again until you finish a long rest.


Starting Equipment

Two Simple Weapons.   A pair of spellcasting gloves or an amulet (either are considered as your arcane focus)   An explorer's pack or a dungeoneer's pack


Spellcasting

As a bender of the elements, you draw on the essence of the elements through nature much like a Druid, you can cast spells to shape that essence to your will.  

Cantrips

At 1st level, you know four cantrips of your choice from the Elementalist spell list. You learn additional Elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elementalist table.  

Preparing and Casting Spells

The Elementalist table shows how many spell slots you have to cast your elementalist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of elementalist spells that are available for you to cast. To do so, choose a number of elementalist spells from your spell list equal to your Wisdom modifier + your elementalist level (minimum of one spell). The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of elementalist spells requires time spent in prayer and meditation, focusing on the power of nature and the elements around you: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your elementalist spells, since you learn to cast spells through instinct. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a elementalist spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a elementalist spell as a ritual if that spell has the ritual tag and must also have the spell prepared or on your list of spells known. You don’t need to have the spell prepared.  

Spellcasting Focus

You can use a pair of Spellcasting Gloves or an Arcane Focus Amulet as a spellcasting focus for your elementalist spells.


Subclass Options

Fire


Fire Features

 
Elementalist Level Feature
1st Mastery Spells, Flame Daggers, Ignan Intellect
5th Ignition Burst, Fire Resistance
7th Radiant Flames
15th Draconic Strike
18th One with the Flame
 

Elemental Mastery Spells

You gain elemental mastery spells at the elementalist levels listed in the Fire Spells table.  
Elementalist Level Spells
1st Hellish Rebuke, Searing Smite
3rd Heat Metal, Scorching Ray
5th Flame Arrows, Melf's Minute Meteors
7th Fire Shield, Elemental Bane
9th Flame Strike, Immolation
 

Flame Daggers

At 1st level, you gain the ability to make small daggers made of flames whenever one or both of your hands are free by channeling small amounts of elemental essence into the palms of your hands. These daggers do 1d4 Fire damage on hit and they count as weapons you are proficient with. They can be thrown however they disappear on impact.  

Ignan Intellect

At 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Ignan, a dialect of Primordial, and you have advantage on Charisma checks against Fire Elementals.   Additionally, you have advantage on Nature checks involving putting out fires and also figuring out where they may have began and how the were started.  

Ignition Burst

At 5th level, you learn how to better control the primordial essence within you and how to guide it to the different parts of your body and how to channel it into a powerful burst of flames, allowing you to use your abilities for small scale traversal, saving yourself from great falls, and as another mighty attack towards your enemies.   Ignition Burst allows you to shoot a powerful, concentrated burst of flame from a body part of your choosing, allowing you to jump 30 feet straight up or 20 feet across, when you use this ability to jump any creatures within 5 feet of you take 2d4 Fire damage. You can also use this ability to attack your enemies, the range for this is 10 feet in a straight line and the damage is 3d6 Fire damage, when you use this ability in this way you have to make a Strength saving throw or be pushed back 10 feet. You can also use this ability to slow your fall, if you use this ability in this way, you slow your fall by 10 feet for 3 turns.  

Fire Resistance

At 5th level, you are so acclimated with being in extreme heat that it doesn't bother you much anymore and you become resistant to Fire damage.  

Radiant Flames

At 7th level, after much practice and research into the ancient elemental forces that make up the multiverse, you gain the ability to draw on the burning, radiant energy of the primordials and imbue your attacks with them.   Whenever you make a spell attack or an attack with one of your elementalist abilities, you can chose to add radiant damage to the attack. The extra radiant damage is 1d8 and increases by another 1d8 when you reach 10th level (2d8), 15th level (3d8), and 20th level (4d8).   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest. You can only use this ability once per turn.  

Draconic Strike

At 15th level, after much experimenting and meditating you gain the ability to draw on powers from both the elementals and draconic beings to make a powerful fiery attack.   Once per day, you can use this ability to shoot a devastating attack akin to a powerful red dragons breath. When you use this attack, you unleash a torrent of flames and each creature in a 30 foot cone in front of you must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.  

One with the Flame

At 18th level, you are so used to being near flames that they just don't bother you anymore and you are now immune to Fire damage.   Alongside that you also gain the ability to imbue all your attacks with extra Fire damage equal to your elementalist level + your Wisdom modifier + your Proficiency bonus.   Additionally, when you use your Flame Daggers feature, you can choose to make long swords from your flames rather than daggers, these long swords deal 1d8 Fire damage when used with one hand and 1d10 Fire damage when used with two, you are proficient with the long swords you make with this ability.   Your mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.  
  • Searing Smite
  • Heat Metal
  • Fire Shield
 

Air


Air Features

 
Elementalist Level Feature
1st Mastery Spells, Thunderous Blows, Auran Academics
5th Aerial Grace, Thunder Resistance
7th Windblade
15th Sonic Boom
18th Storm Giant's Blessings
 

Elemental Mastery Spells

You gain elemental mastery spells at the elementalist levels listed in the Air Spells table.  
Elementalist Level Spells
1st Thunderwave, Thunderous Smite
3rd Shatter, Silence
5th Thunderstep, Stinking Cloud
7th Storm Sphere, Elemental Bane
9th Destructive Wave, Steel Wind Strike
 

Thunderous Blows

At 1st level, you learn how to channel flowing winds into each of your strikes and imbue the thunderous might of air into all your attacks.   When you hit a target, you can choose to do an extra 1d8 Thunder damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. If the target is not a creature these effects apply automatically.   Additionally, when you reach 10th level and use this feature, the creature must also make a Constitution saving throw against your spell save DC, on a failure the creature is Deafened for 2 turns.  

Auran Academics

At 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Auran, a dialect of Primordial, and you have advantage on Charisma checks against Air Elementals.   Additionally, you have advantage on Nature checks involving predicting the weather and finding air currents.  

Aerial Grace

At 5th level, you are so enthralled by the natural power that surrounds you that you literally let the winds take you, and whisk you away to your next destination.   Aerial Grace allows you to now have a flying speed of 30 feet, you fly by controlling the powerful winds around you and letting them carry you to where you please.   Additionally, you can use these winds to try and push your enemies away from you and your allies, when you use this feature in this way, a line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose that lasts for 2 turns. Each creature that within the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   You can only use the second part of this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Thunder Resistance

By 5th level, you are so used to being in strong winds and the loud crackling of thunder that you become resistant to Thunder damage.   Additionally you gain advantage on Strength checks and saving throws against strong winds.  

Windblade

At 7th level, you've spent so much time in the most piercing of winds that you've figured out how to draw upon it to make the once beautiful and gracefully flowing winds around you into a deadly, and impossibly sharp weapon.   With this ability you can make a long sword made of pure thrashing winds appear in your free hand. This blade deals the same amount of damage as a long sword +1 but does an extra 1d8 Thunder damage. You are proficient with this weapon.   The sword lasts for 1 hour or until your are knocked unconcious or until you die.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Sonic Boom

At 15th level, the magic that flows through you becomes more concentrated as it grows with you, allowing you to unleash a gust of wind so powerful that it deafens any in its wake.   Once per day, when you use your Aerial Grace feature to push your enemies away, you can choose to make it a more powerful and devastating wind. When you use this attack, you unleash a mighty wind that rivals even the strongest of elementals and each creature in a 30 foot long, 10 foot wide line in front of you must make a Constitution saving throw against your spell save DC. On a failed save, the creatures take 8d6 Thunder damage and are Deafened for 1 minute, on a successful save the creatures takes half as much damage and aren't Deafened.  

Storm Giant's Blessing

At 18th level, you are completely used to being in the strong winds of storms and spells that it just doesn't affect you anymore and you are now immune to Thunder damage, and you command over the winds makes you immune to being pushed by any wind that you don't want to be pushed by.   Additionally, you gain the ability to add lightning damage equal to your elementalist level + you Wisdom modifier to each of your Windblade strikes.   Your mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.  
  • Thunderwave
  • Silence
  • Storm Sphere
 

Water


Water Features

 
Elementalist Level Feature
1st Mastery Spells, Water Whip, Aquan Association
5th Tidal Traversal, Ice Resistance
7th Sea Storm
15th Gigantic Geyser
18th Fury of the Leviathan
 

Elemental Mastery Spells

You gain elemental mastery spells at the elementalist levels listed in the Water Spells table.  
Elementalist Level Spells
1st Create or Destroy Water, Frost Fingers
3rd Snilloc’s Snowball Swarm, Spike Growth
5th Tidal Wave, Plant Growth
7th Ice Storm, Elemental Bane
9th Cone of Cold, Maelstrom
 

Water Whip

At 1st level, you learn how to summon cascading water around your arm by channeling the power of the sea.   When you use this ability, a tendril made of water forms around your arm and becomes a makeshift melee weapon which you are proficient with. This weapon has the Reach property and does 1d8 Ice damage.   Additionally you can use this ability to grapple and possibly capture an enemy. When you use this ability in this way, you can grapple an enemy from further away and you have advantage on the grapple check if you are using two Water Whips. Once an enemy is grappled, you can use your action to freeze the Water Whip, leaving them bound in spiraling bands of ice. The escape DC for the bands is your Spell Save DC.  

Aquan Association

At 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Aquan, a dialect of Primordial, and you have advantage on Charisma checks against Water Elementals.   Additionally, you have advantage on Nature checks involving predicting wave conditions for sea faring, flood chances and origins, finding rivers and streams.  

Tidal Traversal

At 5th level, you channel your connection with the waves to allow you to traverse large bodies of water and also to attack your enemies.   Tidal Traversal allows you to conjure a 15 foot long, 10 foot wide wave in a body of water that you can ride on and use to move around in large bodies of water or even on land if there is enough water around. While you are riding the wave, you have a speed of 60 feet in the water, and 30 feet on land.   Additionally, you can use the wave to crash into your enemies. Each creature in the area of effect must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.   You can only use the second part of this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Ice Resistance

At 5th level, you are so used to the frigid temperatures of the waters you summon that you become resistant to Ice damage.   Additionally, you gain the ability to breath under water and a swimming speed of 30. You also gain advantage on Strength checks and saving throws against strong waves and currents.  

Sea Storm

At 7th level, you've spent so much time in the water, whether it be just from practicing your abilities in a lake or spending time at sea, that you've learnt how to call upon those very waters, and the storms that disturb them, in your time of need.   With this ability, if you are in a large body of water, such as a lake or an ocean, you can call upon a horrible storm that makes the waters unruly and if you choose, can even sink a ship if you are on it or within 20 feet of one.   If you are not in a body of water, this ability fills the room you are in with a 30 feet wide, 30 feet long, and 5 feet high area of water centered on you. This water counts as difficult terrain for every creature besides you and any amount of creature that you choose are friendly. The area above the water becomes a storm, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the storm toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the water below the storm. On a hit, the target takes 4d6 lightning damage.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Gigantic Geyser

At 15th level, you've learnt how to channel the essence of your magic and draw the water from the very earth you are standing on, into a massive bursting geyser.   Once per day, you can invoke the water from beneath the surface to spew out scalding hot water on your enemies. When you use this attack, a large geyser quickly forms and shoots out water from a 20 foot wide radius, each creature within that area must make a Dexterity saving throw against your Spell Save DC. On a failed save, each creature in the area takes 4d6 Fire damage and 4d6 Bludgeoning damage and get tossed 40 feet in the air, on a successful save the creatures takes half as much damage and aren't tossed into the air.  

Fury of the Leviathan

At 18th level, you are so used to the freezing depths of the water and the racing rapids within them that you become immune to Ice damage and cannot be pushed by any water that you don't want to be pushed by.   Additionally, you can call upon the might of a Leviathan and unleash a humongous tidal wave centered on yourself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a Strength saving throw against your Spell Save DC. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.   At the start of each of your turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw against your Spell Save DC or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.   A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your Spell Save DC to swim at all during that turn.   Your mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.  
  • Create or Destroy Water
  • Spike Growth
  • Ice Storm
 

Earth


Earth Features

 
Elementalist Level Feature
1st Mastery Spells, Stone Weapon, Terran Talks
5th Earth Skating, Bludgeoning Resistance
7th Earth Armour
15th Landslide
18th Might of the Mountains
 

Elemental Mastery Spells

You gain elemental mastery spells at the elementalist levels listed in the Earth Spells table.  
Elementalist Level Spells
1st Earth Tremor, Tenser’s Floating Disk
3rd Maximilian’s Earthen Grasp, Dust Devil
5th Meld Into Stone, Wall of Sand
7th Otiluke's Resilient Sphere, Staggering Smite
9th Passwall, Transmute Rock
 

Stone Weapon

At 1st level, you gain the ability to shape the stone around you into simple weapons.   When you use the ability, you can form a piece of a stone or multiple stones into simple weapons and can call them to your hand. Any weapon you make with this ability counts as a magical weapon that you are proficient with. Each weapon you make with this ability takes one action to make.   Additionally, you can cause a piece of stone to fly out from the ground or walls into your hand, this stone isn't formed into any weapon but it only takes a bonus action to make.   At 7th level, you gain the ability to make shields to accompany your Earth Armour feature.  

Terran Talks

At 1st level, after much time meditating, connecting to and maybe even being around elemental beings, your connection to them lets you gain the ability to speak Terran, a dialect of Primordial, and you have advantage on Charisma checks against Earth Elementals.   Additionally, you have advantage on Nature checks involving tracking creatures who moved through dirt, stone, or sand, checking if the land around you is stable, and checks to see if rock formations are natural or not.  

Earth Skating

At 5th level, you can channel your magical ability into the ground beneath you, causing it to lift and move, taking you with it.   Earth Skating allows you to conjure a small wave made of earth that you can ride on. The speed of the wave is 60 feet, and it allows you to easily travel up large hills, mountains, and stone structures, you speed is 30 when traveling up man made structures.   Additionally, you can leap off the wave and launch it at your enemies, Each creature in the area of effect must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is Stunned for one round. On a successful save, a creature takes half as much damage and isn’t Stunned.   You can only use the second part of this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Bludgeoning Resistance

At 5th level, your body becomes used to the continued blows made by your own abilities that you become resistant to Bludgeoning damage.   Additionally, you become proficient with Martial Weapons and Medium and Heavy Armour.  

Earth Armour

At 7th level, you learn how to mold the earth around you into a sturdy, magical suit of armour.   With this ability, you can make a suit of armour for yourself or one of your allies, the suit can be any medium or heavy armour besides Hide. The suit of armour that you create also counts as a +1 item. While wearing this suit, you cannot wear any other suit of armour over or underneath it, the creature wearing it gains resistance to Bludgeoning, Piercing and Slashing damage and is immune to Poison damage.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Landslide

At 15th level, your understanding of the stone and soil beneath you leads you to have a better understanding of the way they shift throughout the year and allow you to speed up and direct that process.   Once per day, you can cause a large torrent of stones to jut out from the ground and slide towards your enemies. When you use this attack, you launch a 30 foot tall, 20 feet long, and 10 foot wide wave of stones in a line that protrude from the ground towards your enemies, each creature within that line must make a Strength saving throw against your spell save DC. On a failed save, the creatures take 8d6 Bludgeoning damage and are Stunned for 1 minute and knocked prone, on a successful save the creatures takes half as much damage and aren't Stunned or knocked prone.  

Might of the Mountains

At 18th level, you are so used to be thrashed about by your own abilities that you become immune to Bludgeoning damage.   Additionally, your understanding of the earth beneath you deepens greatly and thus grants you the following abilities:
  • You now have Tremor Sense up to 60 feet.
  • All of your attacks now do an extra 1d8 of Force damage and 1d8 Bludgeonimg damage and are considered magical.
  Your mastery of your chosen element now also allows you to cast the following spells at will without using any spellcasting components.  
  • Earth Tremor
  • Maximilian’s Earthen Grasp
  • Transmute Rock


LevelProficiencyFeaturesCantripsSpells—Spell Slots per Spell Level—
BonusKnownKnown1st2nd3rd4th5th6th7th8th9th
1st2Spellcasting, Elemental Mastery, Elemental Control, Elemental Mastery Feature422
2nd2433
3rd2Elemental Strike4442
4th2Ability Score Improvement5543
5th3Primordial Travel, Elemental Mastery Feature56432
6th357433
7th3Elemental Mastery Feature584331
8th3Ability Score Improvement594332
9th451043331
10th4Primordial Power61143332
11th4612433321
12th4Ability Score Improvement612433321
13th56134333211
14th56134333211
15th5Elemental Mastery Feature61443332111
16th5Ability Score Improvement61443332111
17th6615433321111
18th6Elemental Mastery Feature615433331111
19th6Ability Score Improvement615433332111
20th6Master of the Elements615433332211

Created by

Dwarfinator1.

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