Element Commander (5e Class)

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Element Commander[edit]

Class Features

As a Element Commander you gain the following class features.

Hit Points

Hit Dice: 1d10 per Element Commander level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Element Commander level after 1st


Armor: All Armor
Weapons: All weapons without the two-handed property
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Animal Handling, Arcana, History, Medicine, Perception, Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon without the two-handed property or (b) 5 javelins
  • (a) any simple weapon or (b) 2 simple weapons with the thrown property
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) chain mail or (b) scale mail
  • If you are using starting wealth, you have 4d4 x 10gp (average 100 gp) in funds.

Table: The Element Commander

Level Proficiency
Features Number of Slots Slot Level
1st +2 Natural Focus, Manipulate Elements 1 1st
2nd +2 Fighting Style, Mental Focus 2 1st
3rd +2 Elemental Dash 2 2nd
4th +2 Ability Score Improvement 2 2nd
5th +3 2 3rd
6th +3 Natural Focus Feature 2 3rd
7th +3 Elemental Ground 2 4th
8th +3 Ability Score Improvement 2 4th
9th +4 2 5th
10th +4 Natural Focus Feature 2 5th
11th +4 Elemental Fortitude 3 5th
12th +4 Ability Score Improvement 3 5th
13th +5 3 5th
14th +5 Natural Focus Feature 3 5th
15th +5 Attunement with the Natural World 3 5th
16th +5 Ability Score Improvement 3 5th
17th +6 4 5th
18th +6 4 5th
19th +6 Ability Score Improvement 4 5th
20th +6 Master of the Natural World 4 5th

Manipulate Elements[edit]

Starting at level 1, your natural focus allows you to manipulate the elements around you.

Mental Magic

Your magic is different from that of other spellcasters in that you draw your magic from your mental strength, not your mana, and you use the world around you as your weapon if choice. All spells are granted by your Natural Focus and are always prepared.

Stamina Slots

Your spell slots are known as "Stamina Slots" they show how much mental energy you have and the strength of that energy. Your Stamina Slots regenerate on a short rest. You can see the power and amount of slots you have on the table.

Spellcasting Ability

Wisdom is your spellcasting ability for your bender spells, since their power derives from the strength of their mental fortitude. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a paladin spell you cast when making an attack roll with one. You do not require spellcasting components in order to cast natural focus spells.

Spell Save DC = 8 + Your Proficiency Bonus + Your Wisdom Modifier

Spell Attack Modifier = Your Proficiency Bonus + Your Wisdom Modifier

Spellcasting Focus

You use your mind and one free hand as a spellcasting focus. If a spell was casted using a hand, an object cannot picked up into that hand or any concentration spell immediately dissipates and any lingering effect ends.

Natural Focus[edit]

At the 1st level, you chose a Focus. Choose between Earth, Fire, Water, Air. Your choice grants you features at the 1st level and again at the 6th, 10th, and 14th

Mental Refocus[edit]

Starting at the 2nd level, once per day, you may meditate for 10 minutes and refocus your mind, allowing for you to refill your expended spell slots. After 10 minutes you will have regained all of your used spell slots. Using this feature requires concentration, and if concentration is broken then you do not regain any slots. This resets at the dawn the next day.

Fighting Style[edit]

Starting at level 2, your training of your mind and body has paid off and you gain a fighting style of your choosing.

Blind Fighting.

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting.

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting.

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Elemental Dash[edit]

Starting at the the 3rd level, you figured out how to use your element to propel yourself forward. As a bonus action, you can launch yourself 20 feet in a direction, propelling yourself with your Natural Focus element. You can use this your Proficiency Bonus number of times. These uses are replenished upon taking a long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Elemental Ground[edit]

At the 7th level, as a bonus action, you can pick a point within 60 feet. A 20 foot radius around that point becomes magical difficult terrain. This terrain acts as normal difficult terrain (reducing anyone's movement speed who traverses through it by half) and deals 1d6 slashing damage to any who end their turn inside of this area. You have no difficulties navigating this as if it was any other terrain and you and your allies do not take the damage at the end of your turn. You can use this feature once per long rest.

Elemental Fortitude[edit]

At the 11th level, you have trained your mind to the point where is becomes a fortress. You gain a +3 on all concentration saves and you resist psychic damage.

Attunement with the Natural World[edit]

At the 15th level, you become so attuned with the world around you that you understand how to navigate it far more efficiently. Your speed is increased by 10 feet, your swimming speed is equal to your walking speed, and your damage for falling is decreased by half. You also take no fall damage for falling into your own elemental ground and your allies take half fall damage.

Master of the Natural World[edit]

Staring at the 20th level, you have grown to have grown to the point where you have become one with the world around you. Your Elemental Ground has a radius of 30 feet, deals 3d6 slashing damage, and does not effect allies. Whenever you use your Elemental Dash to launch yourself to any point within 60 feet.


You gain Earth spells at the 1st, 3rd, 5th, 7th, and 9th levels

1st - Earth Tremor, Rock Wave

3rd - Maximillian's-Earthen-Grasp, Stone Spike

5th - Erupting Earth, Meld into Stone

7th - Stoneskin, Stone Shape

9th - Wall of Stone, Transmute Rock

Knowledge of Earth

At the first level, you gain the ability to perform small feats telepathically using pieces of rock, mud, and other kinds of earth. This is included but not limited to:

- Picking up small rocks and tossing them a short distance for no damage.

- Causing the ground to quake slightly around a point of your choosing.

- Being able to form mundane object such as a cup or a sphere out of rock

You also gain access to the cantrips Rock Toss and Earthshatter.

Apprentice of Stone

At the first level, you gain a +5 to movement speed while grounded and you can use your reaction to use a stone to attempt to block a small projectile, forcing the attacker to reroll the attack at a disadvantage. You can use this feature up to as many times as your Proficiency Bonus and it resets upon taking a long rest.

Journeyman of Stone

At the 6th level, you can now use your ability to draw a weapon of stone from the earth. This weapon acts as a magical weapon. This weapon has the thrown property (40/60) for you and it can take the form of any weapon have Proficiency with. The weapon can be attacked with 3 times before turning to dust and acts as a spellcasting focus. You can use this feature once per long rest.

Master of Stone

At the 10th level, your stone weapon can now be brought back to you from any place in the battlefield as a free action, and can be wielded up to 5 feet away from your body, making it's effective melee range 10 feet.

Lord of Stone

At the 14th level, your Armor now has a protective layer of rock around it, granting +2 to AC and a resistance to lightning. Your reaction from apprentice of Stone now applies to any attack, as you raise a sheet of earth from the ground to protect yourself.


You gain Fire spells at the 1st, 3rd, 5th, 7th, and 9th levels

1st - Hellish Rebuke, Burning Hands

3rd - Flaming Sphere, Aganazzar's Scorcher

5th - Fireball, Ashardalon's Stride

7th - Fire Shield, Wall of Fire

9th - Immolation, Flame Strike

Knowledge of Fire

Starting at level 1, you gain the ability to perform small feats telepathically using flames. This is included but not limited to:

- Creating a small flame in your hand that shines with a dim light in a 10 foot radius.

- Being able to light and extinguish small fires within 120 feet.

You also gain access to the cantrips Fire Bolt and Create Bonfire.

Apprentice of Fire

Starting at the 1st level, you become resistant to fire damage, and any weapon you hold in your hands deals an additional 1d4 fire damage while it remains in your hands. Upon leaving your hands any weapon immediately loses this effect.

Journeyman of Fire

Starting at the 6th level, you gain the ability to create a small orb of fire that will follow you around. This orb lasts for 5 minutes. It grows with a warm light and shines with a bright light in a 20 foot radius and a dim light in a 20 foot radius beyond that. It deals no damage and gets destroyed upon being attacked. This ability may be used twice and it's usages reset upon a long rest.

You can now attack with an unarmed strike as a bonus action, and any unarmed attacks you make now deal an additional 1d4 fire damage on a hit.

Master of Fire

Starting at the 10th level, you gain the ability to apply the effects of Heat Metal to an object upon touching it. This can be applied by making an unarmed attack or using an action to hold your hand against the armor. This does not require any components. You can use this feature once per short or long rest.

Lord of Fire

You become so attuned with flame that you can control flame that others have attempted to harness. Whenever you are hit with a Fire attack, you may negate it and draw all of the energy from the attack within yourself. You may attack twice during your next turn after using this ability. You may use this ability once per long rest, or expend a spell slot to use it once again.


You gain Air spells at the 1st, 3rd, 5th, 7th, and 9th levels.

All thunder damage is caused by condensing and then rapidly expanding air. All force damage is caused by incredibly strong winds.

1st - Thunderwave, Thunderous Smite

3rd - Gust of Wind, Dust Devil

5th - Wind Wall, Pulse Wave

7th - Storm Sphere, Gravity Sinkhole

9th - Control Winds, Steel Wind Strike

Knowledge of Air

You gain the ability to perform small feats using the air around you. This includes but is not limited to:

- The ability to start and stop a small breeze.

- Being able to create a small gust of wind.

You also gain access to the cantrips Air Slash and Booming Blade

Apprentice of Air

Starting at level 1, you figure out how to use wind to float. Instead of walking, you can now float up to 1 foot off the ground. You move using your walking speed while doing so. While floating you gain an advantage on stealth checks and you make no footsteps. You are also not considered grounded while floating and you are not affected by difficult terrain.

Journeyman of Air

Starting at level 6, you gain more availabilities by manipulating the air around you.

When attacking a target, on a hit you may use one charge of elemental dash to push yourself to any target within 10 feet of the original target. This does not provoke any opportunity attacks and, upon reaching the target, you may use a second attack against that target.

Using a bonus action, you can pull any object not held or equipped 25 lbs or lighter within 60 feet into your hands.

You may try to steal a targets weapon or shield within 30 feet of you as a bonus action. They must roll a strength check (DC 14) and on a failed save you steal their weapon which flies into your hand or on the ground in front of you (your choice).

Master of Air

Upon Reaching level 10, you expand your abilities using wind.

You move 10 feet quicker while in the air, also gaining the ability to fly up to 20 feet high.

You and anyone of your choice within 20 feet of you does not take any damage upon falling.

You become immune to falling prone via non-magical means.

Lord of Air

Starting at the 14th level, you have mastered the using the air around you as a weapon.

As an action you can pick up to 3 points within range. These air around these points collapses in on them, creating an explosion of energy that deals 2d10 thunder damage at each point in a 5 foot area. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot to use it again.


You gain Water spells at the 1st, 3rd, 5th, 7th, and 9th levels

1st - Ice Knife, Create or Destroy Water

3rd - Rime's Binding Ice, Snilloc's Snowball Storm

5th - Wall of Water, Tidal Wave

7th - Watery Sphere, Ice Storm

9th - Cone of Cold, Maelstrom

Knowledge of Water

You gain the ability to perform small feats using the water around you. This includes but is not limited to:

- Creating small waves in a body of water.

- Being able to pull sediments and any non dissolved contaminants out of a small container of water.

- Being able to telekinetically manipulate water into shapes.

- Being able to turn small amounts water into ice and vice versa

You also gain access to the cantrips Frostbite and Ray of Frost

Apprentice of Water

Starting at level 1, you gain the ability to use water to your advantage.

Your swimming speed is equal to your walking speed.

You can walk across the surface of water

You gain the ability to transport a bubble of air with you underwater, giving you 5 minutes of air underwater.

You take no fall damage when landing in water.

You gain a resistance to fire damage.

Journeyman of Water

Starting at level 6, water and ice bend further to your will.

As an action, you can channel your power to make a longbow out of frost. You must have two open hands to do so. You are proficient with this bow. While holding the bow, it becomes your spellcasting focus.

The Bow of Frost fires arrows made of a slurry mix of ice and water, and does not deal the normal damage of a longbow, instead dealing 1d6 piercing damage and 1d6 frost damage on a hit. The bow does not require ammunition

Upon being destroyed, you must use another action to summon the bow. The bow will not melt unless you allow it to and cannot be wielded by anyone else. .

Master of Water

Starting at the 10th level, you work to perfect your Bow of Frost.

As a bonus action, you can focus your next shot with the Bow of Frost, and allow the shot to ricochet to up to 3 targets within 10 feet of each other. All targets take the base damage of the bow. You can use this your Proficiency Bonus number of times and all uses get reset upon taking a long rest

Lord of Water

At the 14th level, you have mastered your bow and you have found a way to make it even stronger.

Your Bow of Frost now deals 1d8 piercing and 1d8 frost damage.

Upon being hit by your bow, targets movement speed gets reduced by 50% until the end of their next turn.

As a bonus action, you can now target one creature within 90 feet. That target will roll a Dex Save or be entrapped in the ice until the end of your turn. Any attacks made against the target are rolled at an advantage. Upon getting hit, the target is immediately freed from the ice.


Prerequisites. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

(one vote)

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