Element Manipulator (5e Class)

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Element Manipulator[edit]

Element Manipulators conjure and manipulate elements to use to their advantage on the battlefield. Novice Manipulators can only manipulate a few of the 5 base elements Earth, Wind, Fire, Water, and Lightning. Intermediate Manipulators can learn to combine their known elements to make the advanced elements Magma, Boil, Storm, and Erosion although, some Intermediate Manipulators hone their skills in the usage of the 5 base elements giving them the ability to wield them much more efficiently. Master Manipulators go beyond element manipulation and can manipulate far more advanced things, Mass and Light. Grand Master Manipulators go beyond mass and light and can use Dark and Time Manipulation. However, some Element Manipulators choose to go through different routes, improving on their already gained skills when they become an Intermediate or Master Manipulator.

Creating an Elemental Manipulator[edit]

Why do you manipulate? Why do you continue to learn manipulation? Why did you originally become a manipulator? These are all things that you must think about when creating a Manipulator character. What are their motives? Why do they do the things they do? Are they good or evil? Do they want to save the world or watch it burn? Is it something in between? Are they evolving as a Manipulator to protect someone or something or to hunt it?

Quick Build

You can quickly create an Elemental Manipulator by making Intelligence your highest modifier with the rest being personal preference/character design.

Class Features

As a Element Manipulator you gain the following class features.

Hit Points

Hit Dice: 1d8 per Element Manipulator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Element Manipulator level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Shortsword, Scimitar, Martial Ranged Weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose 2 from Nature, Arcana, Survival, Acrobatics, Athletics, Medicine, Investigation, and Perception

Equipment

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

Table: The Element Manipulator

Level Proficiency
Bonus
Features
1st +2 Novice Manipulator, Elements, Elemental Gain
2nd +2 Expertise
3rd +2 Elemental Gain
4th +2 Ability Score Improvement
5th +3 Elemental Upgrade
6th +3 Intermediate Manipulator, Elemental Gain
7th +3 Expertise
8th +3 Ability Score Improvement
9th +4 Elemental Upgrade
10th +4 Elemental Gain
11th +4 Elemental Armor
12th +4 Ability Score Improvement
13th +5 Elemental Gain
14th +5 Elemental Upgrade, Elemental Armor
15th +5 Master Manipulator, Elemental Gain
16th +5 Ability Score Improvement
17th +6 Elemental Gain
18th +6 Elemental Armor
19th +6 Ability Score Improvement, Elemental Upgrade
20th +6 Grand Master Manipulator, Elemental Gain

Novice Manipulator[edit]

Novice Manipulators are the weakest Manipulators because they can only manipulate a small amount of the base 5 elements, Lighting, Earth, Fire, Water, and Wind. However, this doesn’t mean they should be underestimated because they are only at the beginning of their time as a manipulator as they will get a lot stronger as they learn and grow as a Manipulator.

Elements[edit]

There are several different elements that a Manipulator can manipulate. They all come in 4 different categories which are Base Elements, Advanced Elements, Complex Elements, and Advanced Complex Elements. There are 5 Base Elements, 4 Advanced Elements, 4 Complex Elements, 3 Advanced Complex Elements. The listed elements are Lightning, Fire, Earth, Water, Wind, Magma, Boil, Storm, Erosion, Mass, Light, Steel, Lava, Dark, Time, and Power in the order of which elements are in what categories. If you have multiple elements under your control, you can switch which elements you are currently manipulating as an action and bonus action. You can only have one element in use at a time. Outside of initiative, you can use all your elements whenever you want and however you want to (under your DM’s discretion). All actions using manipulation are below the feature descriptions. You can only use an amount of techniques equal to twice your Manipulator level + your Proficiency Bonus. You regain uses at the end of a long rest and half as many uses at the end of a short rest.

Spellcasting Ability

Intelligence is your sepllcasting ability for your elemental techniques (detailed at the bottom of the class).

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Elemental Gain[edit]

You feel a small surge of elemental power and you can tell you have gained more of said power. At 1st, 3rd, 6th, 10th, 13th, 15th, 17th, and 20th levels you choose 1 element to gain that you have access to.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose two more of your proficiencies to gain this benefit.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Elemental Upgrade[edit]

At 5th, 9th, 14th, and 19th levels your elemental power gets upgraded. Choose one of the following two options:

Quantity

You can have one more element in use, but it takes longer to switch them (Reaction to Bonus Action, Bonus Action to Action, Action to Action and Bonus Action, A&BA to A&BA&Reaction)

Speed Switch

You can switch elements faster, but you can have one less element in use at a time (minimum of 1) (A&BA&Reaction to A&BA, A&BA to Action, Action to Bonus Action, Bonus Action to Reaction)

Intermediate Manipulator[edit]

Your experience in manipulation has increased your affinity for it. At 6th level, you can choose between gaining mastery over the five base elements and combining two elements to make advanced elements. Choose from the following two options:

Mastery

You choose to master your current elements instead of gaining more advanced ones. Whenever you get an Elemental Gain, you can instead choose to gain a mastery point and apply it to an element that you currently have. You can only have up to 3 mastery points per element, and you cannot remove mastery points from an element. When an element is given a mastery point the damage die for any attack using that element is increased by one, as is any AC bonus or otherwise, per mastery point given to that element. If you use Elemental Armor with an element you have a Mastery Point in it will add to that AC bonus as well.

Combination

You choose to combine the five base elements into advanced elements. Whenever you get an Elemental Gain, you can instead choose to combine two elements that you currently have to create an advanced element. The advanced elements are as follows: Magma, Boil, Storm, and Erosion. Combine Fire and Earth to get Magma, Fire and Water to get Boil, Water and Lightning to get Storm, and Earth and Wind to get Erosion. You must have both required base elements to create an advanced element.

Elemental Armor[edit]

You have learned to control your elements so finely that you are able to coat them around your body to protect you from harm. At 11th level, you can use your action to bring an element currently in use around your body to gain a +1 to AC. When this is in use, you cannot use the element that you are using for Elemental Armor. The bonus increases by 1 at 14th and 18th levels. You can activate the Elemental Armor as a bonus action at 18th level, there is also no time limit for how long you can have it active.

Master Manipulator[edit]

Your affinity for manipulation has increased even further. At 15th level, you can choose between 3 things, Force Manipulation, Combination Improvement, and Mastery Improvement. You can only choose one and you cannot choose Combination Improvement or Mastery Improvement if you didn’t choose them previously. Meaning if you chose Combination at Intermediate, you cannot choose Mastery Improvement and vice versa. You can choose Force Manipulation no matter what you chose at Intermediate.

Force Manipulation

Instead of improving what you already have, you choose to manipulate the basic elements that hold the universe together, Light, Darkness, Mass, and Time, holding the entire universe in the palm of your hand. This is the dream of many, but not even most Manipulators can achieve this. You gain the elements Mass and Light.

Combination Improvement

You are able to combine elements at higher levels. You are able to combine elements to create the elements Steel and Lava. Combine Earth, Fire, and Water to make Steel, and Earth, Fire, and Wind to get Lava. You must have all the required elements to create the elements. You must have chosen Combination from the Intermediate Manipulator feature to gain this one.

Mastery Improvement

You have mastered the five base elements beyond what most Manipulators think possible. The amount of mastery points you can have per element increases by 3, and you gain 3 mastery points when you choose this option. Every element with 3 or more mastery points have all ranges doubled (calculated after the bonuses from the mastery points). Every element with 4 or more mastery points cannot be halved by any resistances and is instead halved by immunities instead of being negated by them.

Grand Master Manipulator[edit]

Your affinity for manipulation has increased to its max. At 20th level, your power is pushed to the max, far beyond what most think possible. Your choice from Master Manipulator is also what you get for this feature. Meaning if you chose Force Manipulation then that is what you get for this feature, if you chose Mastery Improvement that’s what you get for this feature, and same with Combination Improvement.

Force Manipulation

You can control all things required for existence. You are one of the few Manipulators to have ever achieved this. You gain the Time and Dark elements.

Combination Improvement

You are able to combine elements to their limits. You are one of the few Manipulators to have ever achieved this. You combine all of your elements together to create an ultimate element, Power. You gain the Power element.

Mastery Improvement

You’ve never gained an element that wasn’t a base element, but you’ve made up for it in your mastery in them. You gain 3 mastery points to divide between any elements of your choosing, and the maximum mastery points an element can have increases by 3. Every element with 4 or more mastery points have their ranges doubled (after calculating Master Manipulator’s Mastery Improvement’s range doubling). Every element with 5 or more Mastery Points doesn’t get effected by Immunities or Resistances.

Elemental Techniques[edit]

Fire[edit]

Conjuration & Manipulation

As an action, you can conjure up to 5 cubic feet of fire in an open space directly adjacent to you. You can also freely manipulate any fire within 30ft of you as an action. This is increased by 5 cubic feet and 10ft for every Mastery Point you have in this element.

Flame Palm (Recharge 5-6)

As an action, you expel fire from your palm in a 15ft cone. Anyone within that cone must make a Dexterity saving throw taking 2d6 Fire damage on a failure and half as much on a success.

Fire Spear

As an action, you can create a spear made from fire and launch them at a creature within 20ft of you. Make a ranged spell attack. On a hit, they take 1d6 + your Intelligence modifier Fire damage.

Fire Fists

As a bonus action, before you attack with your unarmed strike, you can imbue your unarmed strikes with fire making them do 1d4 extra Fire damage.

Ignition (Recharge 5-6)

As an action, you can continuously conjure and manipulate fire at your feet allowing you to fly. You gain a flying speed of 15ft for 1 minute. This is increased by 1 minute for every Mastery Point you have in this element.

Metal Heating (Recharge 5-6)

As an action, you choose a metal object that you can see within 30ft of you. You conjure fire in the metal heating it from the inside out. Any creature in physical contact with the object takes 1d8 Fire damage. This effect lasts for 1 minute.


Earth[edit]

Conjuration & Manipulation

As an action, you can conjure up to 5 cubic feet of earth in an open space directly adjacent to you. You can also freely manipulate any earth within 30ft of you as an action. This increases by 5 cubic feet and 10ft for every Mastery Point you have in this element.

Protective Wall (Recharge 5-6)

As a reaction, when you or any other creature within 30ft of you gets targeted by an attack you bring up a temporary wall in front of you or them granting them a +5 for AC for that attack which then goes back into the ground after the attack.

Rock Throw

As an action, you manipulate a big rock to fly towards a target within 15ft. The target must make a Dexterity saving throw taking 1d6 + your Intelligence modifier Bludgeoning damage on a failure.

Alter Terrain (Recharge 5-6)

As an action, you can alter the ground within 30ft of you making it rough terrain. You can also alter it however you want (under DM’s discretion)

Floor Spikes (Recharge 5-6)

As an action, you can shape the ground to have small spikes for 30ft in every direction (including the space you’re on) centered on you. This causes every creature (including you) to take 1d4 Piercing damage for every 10ft they walk in this area or are on it for 2 rounds.

Rock Shoes (Recharge 5-6)

As a bonus action, you manipulate rocks to cover your feet for 5 minutes. While this is active you are immune to rough terrain as well as damage caused by the Floor Spikes technique. It also gives your feet resistance to Fire damage.

Stone Fists

As a bonus action, before you attack with your unarmed strike, you cover your fist in rocks making your unarmed strikes deal 1d4 extra Bludgeoning damage.


Wind[edit]

Conjuration & Manipulation

As an action, you can conjure up to 5 cubic feet of wind in an open space directly adjacent to you. You can also freely manipulate any wind within 30ft of you as an action. This increases by 5 cubic feet and 10ft for every Mastery Point you have in this element.

Gust (Recharge 5-6)

As an action, you conjure a massive gust of wind around you. Any creature within 10ft of you must make a Strength saving throw being pushed 20ft on a failure. The distance pushed back is increased by 5ft for every Mastery Point you have in this element.

Wing Scythe

As an action, you send a thin blade of wind flying at a creature within 30ft. Make a ranged spell attack dealing 1d6 + your Intelligence modifier Slashing damage on a hit.

Wind Flight (Recharge 5-6)

As an action, you manipulate the air around you to gain lift giving a flying speed of 15ft for 1 minute. This increases by 5ft for every Mastery Point in this element.

Wind Cutter (Recharge 5-6)

As an action, you send tons of small wind blades targeting every creature within 15ft of you. All creatures targeted by this attack must make a Dexterity saving throw taking 2d6 Slashing damage on a failure and half as much on a success.

Wind Mode (Recharge 5-6)

As an action, you manipulate the air around you which reflects the sunlight preventing it from touching you. You are invisible for 1 minute. This increases by 1 minute for every Mastery Point you have in this element.


Water[edit]

Conjuration & Manipulation

As an action, you can conjure up to 5 cubic feet of water in an open space directly adjacent to you. You can also freely manipulate any water within 30ft of you as an action. This increases by 5 cubic feet and 10ft for every Mastery Point you have in this element.

Water Walk (Recharge 5-6)

As a bonus action, you can walk on water for 1 minute. This increases by 1 minute for every Mastery Point in this element.

Water Whip

As an action, you conjure water and shape it into a whip and attack within 5ft. Make a melee spell attack dealing 1d6 + your Intelligence modifier on a hit.

Drowning Bubble (Recharge 5-6)

As an action, you conjure a ball of water and around a creature’s head that you can see within 60ft in which the creature starts drowning. The bubble lasts for 2 minutes. This increases by 1 minute for every Mastery Point you have in this element.

Water Cutter (Recharge 5-6)

As an action, you send a blade of water flying at a creature within 30ft of you. Make a ranged spell attack dealing 1d8 + your Intelligence modifier Slashing damage on a hit.

Water Blade

As a bonus action, you conjure water and form it into a blade. The blade has the light and finesse properties, deals 1d8 + your Intelligence modifier Slashing damage, you count as proficient with it, and it lasts for 1 minute. The time limit increases by 1 minute for every Mastery Point you have in this element alongside the amount of damage die.


Lightning[edit]

Conjuration & Manipulation

As an action, you can conjure up to 5 cubic feet of lightning in an open space directly adjacent to you. You can also freely manipulate any lightning within 30ft of you as an action. This increases by 5 cubic feet and 10ft for every Mastery Point you have in this element.

Lightning Blade (Recharge 5-6)

As a bonus action, you conjure lightning and form it into a blade. The blade has the light and finesse properties, deals 1d8 + your Intelligence modifier Lightning damage, you count as proficient with it, and it lasts for 1 minute. The time limit increases by 1 minute for every Mastery Point you have in this element alongside the amount of damage die.

Lightning Buzzsaw (Recharge 5-6)

As an action, you conjure lightning and form it into a buzzsaw then have it fly and hit a creature. Make a ranged spell attack against a creature within 40ft dealing 1d6 + your Intelligence modifier Lightning damage.

Lightning Palm

As an action, you expel lightning from your palm in a 15ft cone. Anyone within that cone must make a Dexterity saving throw taking 2d6 Lightning damage on a failure and half as much on a success.

Lightning Strike (Recharge 5-6)

As an action, you point at a creature you can see within 60ft of you then a bolt of lightning shoots out of your finger. The target must make a Dexterity saving throw taking 1d8 + your Intelligence modifier Lightning damage. If they fail it also chains once to the closest person within 20ft of them making them automatically take 1d6 Lightning. If the original target succeeds they take no damage, and it doesn’t chain. The chain amount increases by 1 for every Mastery Point you have in this element alongside the amount of damage die.

Lightning Fists

As a bonus action, before you attack with your unarmed strike, you can imbue your unarmed strikes with lightning making them do 1d4 extra Lightning damage.


Magma[edit]

Conjuration & Manipulation

As an action, you can conjure up to 5 cubic feet of magma in an open space directly adjacent to you. You can also freely manipulate any magma within 50ft of you as an action.

Magma Floor (Recharge 5-6)

As an action, you conjure magma from your feet spreading it in an area of 40ft in all directions (including the space you’re on) centered on you. Anytime a creature (including you) walks 5ft in the area they take 1d8 Fire damage. They also take the damage if they are standing on it for 2 rounds. This effect lasts for 2 minutes.

Magma Rock

As an action, you conjure a big ball of magma and launch it at a creature within 40ft of you. Make a ranged spell attack. This attack deals 2d8 + your Intelligence modifier.

Magma Spears (Recharge 5-6)

As an action, you conjure magma and form it into several spears which you launch in a 30ft by 5ft line. Every creature in this line must make a Dexterity saving throw taking 2d8 + your Intelligence modifier on a failure and half as much on a success.

Magma Enforcement (Recharge 5-6)

As a bonus action, before you attack with a weapon (including bows), you can cover the weapon in conjured magma making it do 1d8 extra Fire damage.


Boil[edit]

Haze Conjuration (Recharge 5-6)

As an action, you conjure a boiling hot mist cloud that boils the body from the inside out when inhaled. The mist expands 60ft centered on you and can’t be blown away. Anyone breathing in the mist must make a Constitution saving throw taking 3d8 Fire damage at the end of every turn for 1 minute and half as much on a success. They can redo the saving throw at the end of each of their turns, ending the effect on a success. You are immune to the mist. The mist lasts for 2 minutes.

Haze Smokescreen (Recharge 4-6)

As an action, you conjure a massive mist cloud that expands 60ft in all directions centered on you. The area becomes heavily obscured.

Haze Clones (Recharge 6)

As an action, you create up to 5 clones out of conjured haze. They appear in any occupied space up to 15ft away and they look exactly like you. They follow your exact movements, and they last for 2 minutes. You can switch places with any clone that is 20ft away or closer as a bonus action no matter what is in between you. Anything you are holding and wearing will be worn by the clones unless you don’t want it to. The clones cannot do any damage. A creature can make a Perception check against your spell save DC to discern which is the real one.

Haze Invasion (Recharge 6)

As an action, you conjure a small cloud of boiling hot mist that you force into someone’s body that you can see within 40ft through the mouth, nose, and ears. They must make a Constitution saving throw taking 3d6 Fire damage on a failure and half as much on a success. This lasts for 2 minutes, and the target can redo the saving throw at the end of each of their turns, ending the effect on a success.


Storm[edit]

Storm Transmutation

As an action, you change the weather to anything at a maximum of heavy rain and equivalent weather. For example, you can change a sunny day into a heavy rain or thunderstorm.

Black Lightning Strike (Recharge 5-6)

As an action, you point at a creature you can see within 60ft of you then a bolt of black and white lightning shoots out of your finger. The target must make a Dexterity saving throw taking 3d8 + your Intelligence modifier Lightning damage. If they fail it also chains twice to the closest person within 20ft then the closest to them within 20ft making them automatically take 1d8 Lightning. If the original target succeeds they take no damage, and it doesn’t chain.

Black Lightning Blade (Recharge 5-6)

As a bonus action, you conjure black and white lightning and form it into a blade. The blade has the light and finesse properties, deals 3d8 + your Intelligence modifier Lightning damage, you count as proficient with it, and it lasts for 3 minutes.

Black Lightning Palm

As an action, you expel black and white lightning from your palm in a 15ft cone. Anyone within that cone must make a Dexterity saving throw taking 2d8 Lightning damage on a failure and half as much on a success.

Black Lightning Enforcement (Recharge 5-6)

As a bonus action, before you attack with a weapon (including bows), you can imbue the weapon with black and white lightning making it do 1d8 extra Lightning damage.


Erosion[edit]

Complete Rust (Recharge 6)

As an action, you touch any metal object, including objects that are being worn or carried but excluding magic items, and it instantly rusts, making it completely unusable. If it was a weapon, it no longer deals any damage and it shatters if something tries to hit anything with it. If it was armor, it no longer gives any AC bonus and it shatters after being hit. If it was a regular object it immediately shatters. When a rusted object shatters, it cannot be repaired with any spells or smithing. This does not affect constructs.

Partial Rust (Recharge 5-6)

As a bonus action, you touch a metal object, including objects that are being worn or carried but excluding magic items, and it gets partially rusted, making it weaker. If it was a weapon, it deals 1d4 less damage (applied after rolling for damage). If it was armor, the wearer loses 1d4 AC. If it is a regular metal object it partially rusts lowering its structural integrity. If an object is put under this effect 5 times it instantly shatters as if it was put under Complete Rust. This does affect constructs.

Remove Rust (Recharge 5-6)

As an action, you touch any metal object, including objects that are being worn or carried, and all of the rust on that object goes away completely, including rust created by Complete Rust and Partial Rust. If it has been shattered from Complete or Partial Rust it cannot be removed.

Mass Rust (Recharge 6)

As an action, all metal within 20ft of you becomes rusted as if you used Complete Rust including everything you are carrying and wearing. After you use this you can’t use Complete Rust or Partial Rust until the beginning of your next turn.


Light[edit]

Conjuration

As an action, you can conjure a ball of light that you can move 30ft within 60ft of you as a bonus action. This ball illuminates all darkness within 20ft of it, including magical darkness. It cannot illuminate the darkness that is produced from the Darkness element.

Light Dagger (Recharge 4-6)

As a bonus action, you conjure light and manipulate it forming a dagger that acts just as a normal non-magical dagger would but instead deals 3d12 Radiant damage and uses your Intelligence modifier instead of your Strength modifier, also getting rid of the finesse property.

Light Greatsword (Recharge 5-6)

As a bonus action, you conjure light and manipulate it forming a greatsword that acts just as a regular non-magical greatsword would but instead deals 5d12 Radiant damage and uses you Intelligence modifier instead of your Strength modifier.

Light Enforcement (Recharge 5-6)

As a bonus action, before you attack with a weapon (including bows), you cover it in light causing it to do 3d12 extra Radiant damage.

Light Blades (Recharge 5-6)

As an action, you conjure light and form it into several blades which you send flying in a 60ft by 10ft line in a direction of your choosing. Every creature within said line must make a Dexterity Saving Throw taking 10d8 Radiant damage and half as much on a failure.


Mass[edit]

Weight Increase (Recharge 5-6)

As an action, you increase a creature’s weight within 30ft of you, decreasing their movement speed by up to 30ft. If the creature has multiple movement speeds, they will all decrease by the same amount. This lasts for 1 minute. If the creature gets more than 60ft away from you, the effect immediately ends. This can only be applied to one creature at a time and cannot be applied if Weight Decrease is being applied to any creature.

Weight Decrease (Recharge 5-6)

As an action, you decrease a creature’s weight within 30ft of you, increasing their movement speed by up to 30ft. If the creature has multiple movement speeds, they will all increase by the same amount. This lasts for 1 minute. If the creature gets more than 60ft away from you, the effect immediately ends. This can only be applied to one creature at a time and cannot be applied if Weight Increase is being applied to any creature.

Weapon Weight Increase (Recharge 5-6)

As an action, you increase a weapon’s weight within 30ft of you giving it disadvantage but it deals 2d4 extra Bludgeoning, Slashing, or Piercing damage (depending on which one the weapon deals).

Weapon Weight Decrease (Recharge 5-6)

As an action, you decrease a weapon’s weight within 30ft of you giving it advantage but it deals 1d4 less Bludgeoning, Slashing, or Piercing damage (depending on which one the weapon deals) (applied after the total damage is calculated).


Lava[edit]

Conjuration & Manipulation

As an action, you can conjure up to 10 cubic feet of lava in an open space directly adjacent to you. You can also freely manipulate any lava within 60ft of you as an action.

Lava Floor (Recharge 5-6)

As an action, you conjure lava from your feet spreading it in an area of 60ft in all directions (including the space you’re on) centered on you. Anytime a creature (including you) walks 5ft in the area they take 5d12 Fire damage. They also take the damage if they are standing on it for 1 round. This effect lasts for 5 minutes.

Lava Ball

As an action, you conjure a big ball of lava and launch it at a creature within 40ft of you. Make a ranged spell attack. This attack deals 5d12 + your Intelligence modifier.

Lava Spears (Recharge 5-6)

As an action, you conjure magma and form it into several spears which you launch in a 60ft by 15ft line. Every creature in this line must make a Dexterity saving throw taking 5d12 + your Intelligence modifier on a failure and half as much on a success.

Lava Enforcement (Recharge 5-6)

As a bonus action, before you attack with a weapon (including bows), you can cover the weapon in conjured magma making it do 2d12 extra Fire damage.


Steel[edit]

Conjuration & Manipulation

As an action, you conjure any melee weapon (excluding Club and Greatclub). It is made only of steel. It can be colored however you want it to be, and look however you want it to look, but it cannot be magical, and can’t be made of any material that isn’t steel (including things like leather straps around the handle and similar things). As an action, you can also manipulate any metal within 40ft of you.

Durability Reduction (Recharge 5-6)

As an action, you can decrease the durability of any non-magical metal object within 30ft. When you do this the object becomes breakable with one hit. If it’s used on a set of armor then it will break completely after being hit once. If it’s used on a weapon then it will break after being used once. When something is broken it no longer gives any benefits like AC bonuses and can’t be used as a weapon.

Steel Harden (Recharge 5-6)

As an action, you can harden any non-magical metal object within 30ft. This will negate Durability Reduction. If it’s used on a set of armor, the wearer gains a +3 to AC. If it’s used on a weapon, it deals 1d8 extra damage. This is stackable.


Dark[edit]

Conjuration

As an action, you can conjure a ball of darkness that you can move 30ft within 60ft of you as a bonus action. This ball darkens all light within 20ft of it, including magical light. It cannot illuminate the darkness that is produced from the Darkness element. This can put out the light produced by the Light element’s Conjuration but can’t disable any other Light manipulation techniques.

Dark Dagger (Recharge 4-6)

As a bonus action, you conjure darkness and manipulate it forming a dagger that acts just as a normal non-magical dagger would but instead deals 5d12 Necrotic damage and uses your Intelligence modifier instead of your Strength modifier, also getting rid of the finesse property.

Dark Greatsword (Recharge 5-6)

As a bonus action, you conjure darkness and manipulate it forming a greatsword that acts just as a regular non-magical greatsword would but instead deals 8d12 Necrotic damage and uses you Intelligence modifier instead of your Strength modifier.

Dark Enforcement (Recharge 5-6)

As a bonus action, before you attack with a weapon (including bows), you cover it in darkness causing it to do 5d12 extra Necrotic damage.

Dark Blades (Recharge 5-6)

As an action, you conjure darkness and form it into several blades which you send flying in a 60ft by 25ft line in a direction of your choosing. Every creature within said line must make a Dexterity Saving Throw taking 10d12 Necrotic damage and half as much on a failure.


Time[edit]

Time Stop (Recharge 6)

Time Stop (Recharge 6): As an action, you stop the flow of time. You alone take 1d4 + your Intelligence modifier (maximum of +3) turns (minimum of 1).

Time Evasion (Recharge 5-6)

As a reaction to being hit, you stop the flow of time for a second and move out of the way. Roll 1d20 and add your Dexterity modifier. If the roll is higher than the attack roll minus your Intelligence modifier you completely avoid the attack but if you fail you take half damage. If you fail by 5 or more you take the full damage.

Time Armor (Recharge 5-6)

As an action, you flow time around you, causing it to protect you from harm. While this is active you gain a +3 to AC and have advantage on Strength and Dexterity saving throws from spells. This effect lasts for 1 minute and cannot be active at the same time as Elemental Armor using any element.

Time Enforcement (Recharge 5-6)

As a bonus action, before you attack with any weapon (including bows), you flow time around the weapon causing it to deal 2d8 extra damage as well as allowing you to add your Intelligence modifier to the attack roll.


Power[edit]

Power Increase (Recharge 6)

As an action, you increase the power of yourself or one creature you’re touching. The target gains a +5 to all attack rolls, as well as gains an AC bonus and Strength bonus equal to half your Intelligence modifier rounded up. This effect lasts an amount of minutes equal to your Intelligence modifier. This can only effect an amount of creatures equal to half your Intelligence modifier rounded down.

Power Release Beam (Recharge 5-6)

As an action, you gather up a ball of pure power and shoot it out as a 60ft by 5ft long beam. Anyone in this area must make a Dexterity saving throw taking 8d12 Force damage on a failure.

Power Release Bomb (Recharge 5-6)

As an action, you can touch any object that isn’t being worn or carried and turn it into a bomb. The object retains its form and any abilities and bonuses it gives, and there is no way to tell it is now a bomb. Once you have turned an object into a bomb, you can detonate it at any time as a bonus action as long as you are within 500ft of the bomb. When it’s detonated, it explodes in a 20ft radius sphere centered on the bomb. Everyone in the area of effect must make a Dexterity saving throw taking 20d6 Force damage on a failure and half as much on a success. You can have an amount of bombs active at a time equal to your Intelligence modifier and can only detonate 1 bomb every round. Each bomb lasts 1 hour. The object is completely destroyed beyond repair and recognition after detonation. If a creature is within 5ft of the bomb when it detonates, they automatically fail the saving throw.

Power Release Weapon (Recharge 5-6)

As an action, you form pure power into any weapon of your choosing. This weapon uses your Intelligence modifier and cannot have the finesse property. It keeps all other properties and counts as magical. It deals Force damage instead of Bludgeoning, Piercing, or Slashing, and deals 1d12 extra Force damage. You also count as proficient with it. You can also choose what color and design it has for cosmetic desire. This weapon lasts for an amount of minutes equal to your Intelligence modifier, and you can only have 2 weapons at a time. If you try to make a third the first weapon you created will disappear and the third will be created.

Power Release Enforcement (Recharge 5-6)

As a bonus action, before you attack with any weapon (including bows), you infuse it with pure power causing it to deal 3d12 extra Force damage. This also causes a shockwave in a 10ft cone centered on the target that deals 2d12 Force damage to everything in the area of effect.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Element Manipulator class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Element Manipulator class, you gain the following proficiencies: Choose 2 from Nature, Arcana, Survival, Acrobatics, Athletics, Medicine, Investigation, and Perception

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