Elementalist (3.5e Prestige Class)

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Becoming an Elementalist[edit]

Entry Requirements
Alignment: Any. An elementalist may be of any alignment, but most elementalists tend towards neutral outlooks.
Skills: Concentration 8 ranks, Knowledge (the planes) 4 ranks, Knowledge (nature) 4 ranks, Spellcraft 4 ranks.
Spellcasting: Able to cast 2nd level divine spells.
Special: Element focus class feature, must prepare and perform a ritual to summon an elemental familiar (see below).

Table: The Elementalist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Sense elements, elemental familiar (Tiny), elemental aspect (minor) 1/day +1 level of shugenja
2nd +1 +1 +1 +3 Elemental familiar (Small) +1 level of shugenja
3rd +1 +1 +1 +3 Advanced learning +1 level of shugenja
4th +2 +1 +1 +4 Elemental familiar (Medium), elemental aspect (moderate) 2/day +1 level of shugenja
5th +2 +2 +2 +4 Greater element focus +1 level of shugenja
6th +3 +2 +2 +5 Advanced learning +1 level of shugenja
7th +3 +2 +2 +5 Elemental aspect (major) 3/day +1 level of shugenja
8th +4 +3 +3 +6 Elemental familiar (Large) +1 level of shugenja
9th +4 +3 +3 +6 Advanced learning +1 level of shugenja
10th +5 +3 +3 +7 Elemental aspect 4/day (perfect) +1 level of shugenja

Class Skills (4 + Int modifier per level)
The elementalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Elementalist.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in shugenja. You do not, however, gain any other benefit a character of that class would have gained.

Sense elements (Sp): An elementalist's class level stacks with their shugenja level for the purposes of determining the maximum range of their sense elements ability (see page 13 of Complete Divine).

Elemental familiar: An elementalist's familiar is an essential part of his identity. In order to create this familiar, the elementalist must first enter a trance-like state. Doing so requires a DC15 concentration check and one hour of uninterrupted meditation. Should the elementalist be disturbed during this time, he must make another concentration check immediately with the DC increased by two. This penalty is culmulative for each interruption that day. If the elementalist takes any damage while entering the trance-like state, he automatically fails his check to stay concentrated. If this check fails, the elementalist is unable to work on his familiar that day. Once the elementalist has successfully entered the trance-like state, he may imbue the concept of his familiar with the essence of a spell from their favoured element or with the matching element descriptor. Casting a spell like this is a full-round action or the spell's actual casting time, whichever is higher. The elementalist must imbue the concept with a total of 30 levels of spells in this fashion. Each spell level is added up to achieve this total (so two 1st level spells and one 3rd spell would equal five spell levels). Exceeding this total wastes the extra spell levels above the total. Before the imbued concept can be brought to life, the elementalist must perform a ritual which takes 24 hours, but requires no special materials. This binds an elemental spirit to the form utterly, so that the body and spirit become one and the same. The elemental's size and type are determined by the elementalist's level and favoured element, however, what form it takes is entirely up to the elementalist.

At each level beyond first, the elementalist must once again go into a trance-like state and augment the elemental with an additional 10 spell levels. Doing so increases the familiar's HD by 1. The elemental and elementalist must be within 10 feet of each other for the augmentation to work. The elementalist must complete this step before they can advance to the next level in elementalist, but is otherwise free to augment his familiar whenever he wishes.

If the familiar dies or is dismissed by the elementalist, the elementalist loses access to all of his elementalist class abilities (except for sense elements and spellcasting, including spells gained from from advanced knowledge ability) and may not advance further levels as an elementalist until he creates a new familiar. Creating a new elemental requires the elementalist to undergo all of the stated steps once more, with the spell level total increased by ten per elementalist level. An elementalist may choose not to fully augment his familiar, however, he cannot advance a level in elementalist otherwise.

Elemental aspect (Su): An elementalist's bond with his familiar allows a trait of the familiar to be passed on to its master. The familiar must be within 30 feet of its master on the same plane (items such as bags of holding and spell effects such as secret chest count as alternate planes for this effect). While using this ability, the elementalist's land speed is reduced by 15ft, and takes a -6 penalty on Reflex saves. These penalties decrease to 10ft and -4 at level 4, 5ft and -2 at level 7, and are removed at level 10.

At first level, the elementalist's bond allows minor traits to be shared. An air elementalist gains the ability to conjure a whirlwind in a square. If there is a creature in the square, it must make a Reflex save, if the creature fails this save, it takes 1d6 damage, and must make a second Reflex save to avoid being swept up and trapped for 1d4 rounds. This functions like the whirlwind ability of an air elemental, but the damage dealt is doubled against airborne creatures. An earth elementalist may cause a column of earth to force upwards. If there is a creature in the square, it must make a Reflex save, if the creature fails this save, it takes 1d6 damage, and must make a second Reflex save to avoid being pushed into an adjacent empty square, chosen by the elementalist. A fire elementalist adds +1d6 fire damage to his melee weapon damage, and the target must succeed a Reflex save or catch fire for 1d4 rounds. This functions like the burn ability of a fire elemental. An water elementalist gains the ability to create a vortex of water in a square, regardless of whether there is water in it already. If there is a creature in the square, it must make a Reflex save, if the creature fails this save, it takes 1d6 damage, and must make a second Reflex save to avoid being caught and trapped for 1d4 rounds. This functions like the vortex ability of a water elemental, but the damage dealt is doubled against creatures in water. Each attack uses up one daily use of the elemental aspect ability.

At fourth level, the elementalist's bond with his familiar strengthens, allowing a second ability to be shared. An air elementalist gains a fly speed of 30ft with good maneuvrability. An earth elementalist may use earth glide, as the earth elemental ability, at half his land speed. A fire elementalist gains fire resistance 10. A water elementalist's gains water breathing, as the spell, and a swim speed of 30ft. Each effect lasts for one minute per elementalist level and uses up one daily use of the elemental aspect ability.

At seventh level, the elementalist's bond with his familiar strengthens, increasing the power of their elemental attack. An air elementalist's whirlwind attack damage increases to 2d6. An earth elementalist's push attack damage increases to 2d6, and the target is knocked prone if they are forced back by the attack. A fire elementalist's burn attack increases to +2d6 fire damage. A water elementalist's vortex attack increases to 2d6. Each attack uses up one daily use of the elemental aspect ability.

At tenth level, the elementalist's bond with his familiar achieves perfection, causing a notable change in the elementalist's form while sharing aspects with his familiar. An air elementalist's body takes on the properties of air, granting 50% miss chance, and improving the elementalist's fly speed to 60ft. An earth elementalist's body takes on the properties of earth, giving the elementalist a +4 bonus to his natural armour (this stacks with any existing natural armour bonus), and the elementalist's earth glide ability improves, allowing him to move at his full speed. A fire elementalist's body takes on the properties of fire, turning his body into a blaze of fire, causing any creature that attacks him with its natural weapons or a handheld weapon to take 2d6 fire damage (creatures wielding weapons with a reach greater than 5ft are unaffected by this ability). The fire elementalist's resistance to fire also increases to 20. A water elementalist's body takes on the properties of water, bestowing upon him a freedom of movement effect, as the spell, and his swim speed improves to 60ft. The elementalist's familiar also gains the added effect of this ability (miss chance, natural armour, flaming body or freedom of movement). Each effect lasts for one minute per elementalist level and uses up one daily use of the elemental aspect ability.

In addition, the elementalist gains DR5/magic. This ability is continuous and requires no activation, remaining in effect as long as the familiar is alive and on the same plane as its master.

Advanced learning (Ex): At 3rd level, an elementalist can add a new spell to his list, representing the result of his further study of his favoured element with the help of his familiar. The spell's descriptor must match that of the elementalist's favoured element, and be of a level no higher than that of the highest-level spell the elementalist already knows. Once a new spell is selected, it is added to the elementalist's spell list and can be cast just like any other spell he knows. If a spell has multiple sources, use the lowest spell level (when different) to determine what level the spell is for an elementalist.

An elementalist gains an additional new spell at 6th and 9th level.

Greater element focus: At 5th level, the elementalist adds +1 to the Difficulty Class for spells of their favoured element. This stacks with the bonuses from the shugenja's element focus class feature (Complete Divine, page 13).

Elemental familiar

Empathic link (Su): The elementalist has an empathic link with his familiar out to a distance of up to 1 mile. The elementalist cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Share spells: At the elementalist’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar.

The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the elementalist before the duration expires. Additionally, the elementalist may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. An elementalist and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (elemental).

Improved evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Relay spell (Su): If the elementalist is 2nd level or higher, he may use his familiar to relay a spell of his favoured element (including spells gained through advanced learning), using the familiar's vision and line of sight to aim the spell. The elementalist must be within 30 feet of his familiar in order to relay a spell. When determining the range of a spell cast in this manner, count the distance from the elementalist to the familiar and from the familiar to the target as if they were separate spell effects.

Enhance matrix (Su): If the elementalist is 4th level or higher, he may invest spell energy into his familiar in order to temporarily improve the spell matrix that its body is composed of. Each spell level invested in this manner provides an enhancement bonus to the familiar's attack rolls and saving throws. The elementalist may add an additional point of enhancement bonus per two elementalist levels (+2 at 4th level, +3 at 6th level, +4 at 8th level, and finally +5 at 10th level). This effect lasts until the elementalist next refreshes his spells.

Spell resistance (Ex): If the elementalist is 8th level or higher, the familiar gains spell resistance equal to the elementalist level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.


Campaign Information[edit]

Playing an elementalist[edit]




Elementalists in the World[edit]

NPC Reactions:

Elementalist Lore[edit]

Characters with ranks in can research elementalists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Elementalists in the Game[edit]


Sample Encounter:

EL whatever:

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