Ixtal Assassin (5e Class)

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Ixtal Dancer[edit]

A human flicks his wrist and a gust of wind blows the tavern door open with a slam. A gnome, enraged by the pompous way a passing noble carries himself, waves her arm lifting a puddle from the ground to drench the noble. An elf sets his fingertips ablaze when the merchant asks for an unfair price. A goliath tapping her toe to some music, leaves a hole in the ground like a crater.

Creating an Elementalist[edit]

Quick Build

You can make an Elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage, Soldier, or Outlander background. Third, choose a shortbow and 20 arrows.

Class Features

As a Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d10 per Elementalist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Elementalist level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Medicine, Nature and Perception

Equipment

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

  • quarterstaff
  • (a) shortbow and 20 arrows or (b) two daggers or (c) any simple weapon
  • an explorer's pack
  • leather armor
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Elementalist

Level Proficiency
Bonus
Chi Points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Elemental Embodiment Elemental Binding 1 2 2
2nd +2 2 Primordial Envy, Primordial Protection 1 2 3
3rd +2 3 Primordial Pride 1 3 4 2
4th +2 4 Ability Score Improvement 1 4 4 3
5th +3 5 - 2 5 4 3 2
6th +3 6 Primordial Wrath 2 6 4 3 3
7th +3 7 - 2 7 4 3 3 1
8th +3 8 Ability Score Improvement 2 8 4 3 3 2
9th +4 9 - 3 9 4 3 3 3 1
10th +4 10 Widened Temperament, Primordial Backlash 3 10 4 3 3 3 2
11th +4 11 - 3 11 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 3 12 4 3 3 3 2 1
13th +5 13 - 4 13 4 3 3 3 2 1 1
14th +5 14 Widened Temperament, Primordial Senses 4 14 4 3 3 3 2 1 1
15th +5 15 - 4 15 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 4 16 4 3 3 3 2 1 1 1
17th +6 17 Elemental Summoner 4 17 4 3 3 3 2 1 1 1 1
18th +6 18 Widened Temperament, Primordial Backlash 4 18 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 4 19 4 3 3 3 3 2 1 1 1
20th +6 20 One with the Elements 4 20 4 3 3 3 3 2 2 1 1

Elemental Binding[edit]

At 1st level, you are bound to an element. Choose one of the following to be your primary element: Air, Earth, Fire, or Water. This choice represents a strong affinity with one of the four elements, though you will expand your knowledge to control of other elements as you gain levels as an Elementalist. Your choice grants you special abilities and determines which spells are available to you. Spell lists for each element are outlined at the end of this page.

Spellcasting[edit]

As an Elementalist, you are in tune with the elements around you. Your spellcasting comes from this unique connection to the elements.

Cantrips

At 1st level, you know one Elemental Cantrip, determined by your primary element. You learn the other Elemental Cantrips at 5th, 9th, and 13th levels as per the leveling table. You must learn the Elemental Cantrips outlined in this class, and cannot learn other cantrips outside of these four. Additionally, all Elementalist Cantrips require only Somatic components, and ignore Verbal or Material components.

Spell Slots

The Elementalist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Elementalist 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.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st level Spells as determined by your primary element. You learn one additional spell at each level except at 2nd and 4th levels where you learn zero and two new spells respectively. Each of these Spells must be of a level for which you have Spell Slots.

Additionally, when you gain a level in this class, you can choose one of the Elemental Spells you know and replace it with another spell from your list, which must be of a level for which you have Spell Slots.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Elementalist Spells, since your control of the elements relies on your ability to tune in with the elements. 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 an Elementalist spell you cast and when making an Attack roll with one. Additionally, if one of your Elementalist abilities requires a target to make a Saving throw, you use your Spell save DC.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Spell Attack modifier= your Proficiency Bonus + your Wisdom modifier

Spellcasting Focus

You have a spellcasting focus for each element (water canteen; flint; jar of sand; bottle of air). When you have your spellcasting focus, you ignore all material components of your Elementalist spells, including those with a cost, because your spellcasting comes from manipulating the elements.

Elemental Embodiment[edit]

At 1st level you learn to speak, read and write in Primordial. Additionally, you gain one of the following benefits based on your chosen primary element:

Water: You learn the healing ways of water. You learn this spell cure wounds and it does not count against your number of known spells. Additionally, you gain a swim speed equal to your walking speed. You can also read and write Aquan.

Fire: You know how to rise from the ashes. When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point, and fire bursts from you in a 5 foot radius. All creatures within range must make a Dexterity saving throw against your spell save DC or take 1d6 fire damage. You regain the ability to use this feature when you finish a long rest. You can also read and write Ignan.

Air: You have unmatched prowess in combat. You gain proficiency with four martial weapons of your choice. In addition, your Armor Class while not wearing armor nor wielding a shield is equal to 10 + your Dexterity modifier + your Wisdom modifier. You can read and write Auran.

Earth: You become sturdier from studying the way of the Earth. You gain proficiency with medium armor, and your hit die is a d8 instead of a d6. In addition you gain the tough feat, and you can read and write Terran.

Chi Points[edit]

Your ability to tune into the elements around you and tap into their abilities comes from Chi. At 2nd level, you have 2 Chi points. You gain an additional Chi point for each level you gain as an Elementalist. Additionally, Primordial features provide you various ways to utilize this Chi at levels 2, 3, 6, 10, and 14 based on your chosen primary element. You regain all expended Chi points when you finish a long rest.

Primordial Protection[edit]

At 2nd level, you learn to absorb incoming elements and channel them into your next attack. You learn the spell absorb elements and it does not count against the number of spells you can learn. You can either cast the spell normally by expending a spell slot, or you can choose to expend a number of Chi points equal to the spell level and not spend a spell slot. Even when you use Chi points to cast this spell, you cannot exceed your maximum spell slot level. For example, a 3rd level Elementalist has 3 Chi points and a maximum spell slot level of 2nd level; even though they have 3 Chi points, they can only spend at most 2 to cast absorb elements as a 2nd level spell.

Primordial Envy[edit]

Beginning at 2nd level, you learn to empower your primary Elemental Cantrip using Chi. When you learn other Elemental Cantrips at 5th, 9th, and 13th levels, you gain access to this feature for the element you choose to learn.

Water: When you hit a creature with shape water, you can steal some of their lifeforce by absorbing pure water from their wounds. You can spend 1 Chi point to force the target to make a Constitution saving throw. On a failed save, you regain hit points equal to 1d4 + your Wisdom modifier.

Fire: The fire burns stronger within you. When you hit a creature with produce flame, you can spend 1 Chi point to force them to make a Dexterity saving throw or be covered in bright light. On a failed save, the target glows until the end of your next turn and cannot benefit from the effects of invisibility. Additionally, the next attack against this creature is made with advantage.

Wind: You learn to knock the wind out of creatures. When you hit a creature with gust, you can spend 1 Chi point to force them to make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn. A stunned creature can repeat the save at the end of their turn to resist the effect.

Earth: Like gravity, you learn to bring people to the ground. When you hit a creature with mold earth, you can spend 1 Chi point to force them to make a Strength saving throw. On a failed save, the target’s feet are swept out from under them and they are knocked prone.

Primordial Pride[edit]

Beginning at 3rd level, you learn the principles of your primary element, and can tap into them using your Chi. You gain one of the following features based on your chosen primary element:

Water: You come to understand the versatility of water. You can spend 1 Chi point to take the Help action as a bonus action on your turn. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Fire: Where there’s smoke, there’s fire. You can spend 1 Chi point to use a bonus action to surround yourself with smoke. The area around you in a 5-foot radius becomes heavily obscured until the start of your next turn. While the smoke surrounds you in this way, attacks against you have disadvantage. The smoke dissipates early once you are hit by an attack. Additionally, a strong wind, as per the gust of wind spell, can disperse this smoke.

Air: You embrace the speed of the wind. You gain a +10 bonus to your walking speed. Additionally, whenever you take the Attack action on your turn, you can spend 1 Chi point to use a bonus action to make an additional melee weapon attack.

Earth: You are learning to manipulate the gravitational forces of the earth. You can spend 1 Chi point to stomp the ground as a bonus action. When you do, all creatures within 5 feet of you must make a Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone. On a successful save, a creature takes no damage and is not knocked prone.

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.

As per normal, you can forego the ability score increase and take a feat instead. If you choose the Elemental Adept feat, instead of choosing a damage type, you may choose one of the four elements: Air, Earth, Fire, or Water. Spells you cast from your chosen element’s spell list ignore resistance no matter the type of damage it deals (fire, cold, bludgeoning, force, etc). In addition, when you roll damage for a spell you cast from this list that deals damage, you can treat any 1 on a damage die as a 2. You can still select this feat multiple times. Each time you do so, you can choose a different element.

Primordial Wrath[edit]

At 6th level, you discover your inner elemental. You can spend 2 Chi points to use a bonus action to activate your inner elemental for 1 minute, concentrating on it as if it were a spell. While concentrating in this way, you do one of the following based on your chosen primary element:

Water: Your inner elemental allows you to make water freeze or boil. When you hit a creature with a water or ice-based attack, you deal an extra 1d6 cold or fire damage, your choice.

Fire: Your inner elemental allows you to set creatures ablaze. When you hit a creature with a fire-based attack, you set them on fire. The target or another creature must use an action to put out the flames. While on fire, a creature takes 1d4 fire damage at the start of each of its turns.

Wind: Your inner elemental allows you to fly. Once per turn as part of your movement, you can cause whirling gusts of air to briefly surround you and fly up to 10 feet without provoking opportunity attacks.

Earth: Your inner elemental affords you greater protection. While activated, you are covered with a thin layer of earth and have resistance to all bludgeoning, piercing, and slashing damage.

Primordial Backlash[edit]

At 10th level, you are becoming quicker with your ability to manipulate the elements. You gain one of the following features based on your chosen primary element, and can choose another at 18th level:

Water: When a creature you can see makes a melee weapon attack against you or another creature you can see within 5 feet of you, you can spend 2 Chi points to use your reaction to splash water in their eyes and impose disadvantage on the attack.

Fire: When a creature you can see makes a melee weapon attack against you or another creature you can see within 5 feet of you, you can spend 2 Chi points to use your reaction to get the hell out of dodge, moving up to half your speed without provoking opportunity attacks. You must move after the attack hits or misses.

Air: When a creature you can see makes a melee weapon attack against you or another creature you can see within 5 feet of you, you can spend 2 Chi points to use your reaction to blast a last-minute gust of wind to deflect the weapon, reducing the damage dealt by the attack by 1d4 + your Wisdom modifier.

Earth: When a creature you can see makes a melee weapon attack against you or another creature you can see within 5 feet of you, you can spend 2 Chi points to use your reaction to create a thin stone plate between the attacker and the target. This makeshift shield gives the target a +2 bonus to AC until the start of your turn. You must choose to use this reaction before the attack is declared a hit or miss.

Widened Temperament[edit]

At 10th level, your mastery of the elements is extended to another. Choose another element to be your secondary element. You cannot choose an element if you do not already know its Elemental Cantrip. When you learn new spells, you can now choose spells from your secondary element’s spell list in the table below. Spells you learn in this way must be of 3rd level or lower.

Water
  • 1st - create/destroy water, fog cloud, ice knife, armor of Agathys
  • 2nd - Snilloc's snowball
  • 3rd - wall of water, waterbreathing
  • 4th - control water, watery sphere
  • 5th - cone of cold, ice storm
  • 6th - investiture of ice
Fire
  • 1st - burning hands, hellish rebuke
  • 2nd - flame blade, flaming sphere, continual flame
  • 3rd - fireball, flame arrows
  • 4th - wall of fire
  • 5th - flame strike, immolation
  • 6th - investiture of flame
  • 7th - fire storm
Air
  • 1st - feather fall, Zephyr strike
  • 2nd - gust of wind, warding wind, skywrite, levitate
  • 3rd - wind wall, pulse wave
  • 5th - control winds, steel wind strike
  • 6th - investiture of wind
  • 7th - whirlwind
Earth
  • 1st - earth tremor, catapult (stone only)
  • 2nd - Max's earthen grasp, dust devil
  • 3rd - erupting earth, minute meteors (all damage is bludgeoning), wall of sand
  • 4th - stone shape
  • 5th - wall of stone
  • 6th - investiture of stone, move earth, bones of the earth


When you reach 14th level, your mastery of the elements continues to grow. Spells you learn from your secondary element list can now be of 5th level or lower. In addition, choose an element to be your tertiary element. When you learn new spells as per the leveling table, you can now choose spells from your tertiary element’s table. Spells you learn in this way must be of 3rd level or lower.

When you reach 18th level, spells you learn from your secondary element list can now be of 7th level or lower, and spells you learn from your tertiary element can now be of 5th level or lower. In addition, you master the final element. When you learn new spells as per the leveling table, you can now choose spells from this last element’s table. Spells you learn in this way must be of 3rd level or lower.

Primordial Senses[edit]

Beginning at 14th level, you expand your senses through the elements themselves to perceive beyond yourself. You gain one of the following effects based on your primary element:

Water: Beginning at 14th level, you can spend 3 Chi points to use an action to learn the location of any large body of water within 1 mile. Until the end of your next turn, you know where and how large every body of water is within the radius. If you are within 5 feet of a body of water, you can instead use this trait to sense if there are any creatures within it. When you do so, you learn which type of creatures (elemental, fey, fiend, etc) are within it, as well as how many there are of each type. You do not learn the specific creature (kraken, bone devil, etc), nor do you learn the creatures’ location within the water.

Fire: At 14th level, you are able to communicate with any non-magical fire. You spend 3 Chi points and one minute looking into a flame, and must concentrate as if you were concentrating on a spell. The brighter the flame, the more information it can communicate. For example, a small ember from a recently put out campfire could only whisper to you about a vague sound. But a torch by a cave entrance might be able to describe someone who recently walked in. Flames can only tell you events that its witnessed while it was lit, and cannot tell you anything about events prior to its lighting.

Air: At 14th level, you can expand your senses to tune into the whispers carried on the wind. If you spend 3 Chi points and take ten minutes in silent meditation, you can make a Wisdom (perception) check to hear sounds within 1 mile. You might hear anything that is currently making sound, including but not limited to the chirps of birds, the trotting of horse hooves, the growl of a monster, or the whispers of conversation. When you hear a sound in this way, you know the approximate direction and distance the sound is from you. You can only hear what the wind can carry, so if there is not even a light breeze you cannot use this feature. The stronger the wind, the more it will carry. Additionally, all sounds are slightly delayed from real time depending on how far the sound must travel on the wind to get to your ears. The farther the sound, the longer the delay from real time.

Fire: Beginning at 14th level, you gain tremorsense within 30 feet. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 30 feet. You can spend 3 Chi points to use a bonus action on your turn to expand your tremorsense to a range of 120 feet for 1 minute without concentration.

Elemental Summoner[edit]

Beginning at 17th level, your connection with the elements has grown so strong that you can conjure elementals. You learn the conjure elemental spell. You ignore all components, including material components with an associated cost. You have advantage on concentration checks (Constitution saving throws) to maintain concentration on this spell.

In addition, beginning at 17th level, all Charisma checks you make against elementals have advantage.

One with the Elements[edit]

When you reach 20th level, you are so intertwined with your elemental knowledge that you gain the following benefits:

  • You’ve learned to age like the elements and no longer undergo the effects of aging.
  • You can use your bonus action once per long rest to increase your size by one for 1 minute.

At the end of every short rest, you can choose one of the following elements to embody. You can only embody one element at a time. When choosing a new element, you lose the benefits of the previous element.

Water: You can Whelm (Recharge 4-6) and force each creature in your space to make a Strength saving throw. On a failure, a target takes 2d8+4 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space. At the start of each of your turns, each target grappled by you takes 2d8+4 bludgeoning damage. A creature within 5 feet of you can pull a creature or object out of you by taking an action to make a DC 14 Strength check successfully.

Fire: Any creature that touches you or hits you with a melee attack while within 5 feet takes 1d10 fire damage and the creature catches fire. Additionally, you can enter a creature’s space to light them on fire. The creature remains on fire until they or someone else uses an action to douse the flames. While the creature is on fire in this way, it takes 1d10 fire damage at the start of each of its turns.

Air: You can Whirlwind (Recharge 4-6) and force each creature in your space to make a Strength saving throw. On a failure, a target takes 3d8+2 bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Earth: You can Earth Glide through nonmagical, unworked earth and stone. You gain a burrow speed of 30 ft, and do not disturb the material through which you move while burrowing. Additionally, you deal double damage to objects and structures.


Water Bending[edit]

Spells[edit]

Your connection to the element of water infuses you with the ability to cast certain spells.

Water spell list
  • 1st - create/destroy water, fog cloud
  • 3rd - tidal wave, wall of water, water walk, waterbreathing
  • 4th - control water, watery sphere
  • 8th - tsunami
Ice spell list
  • 1st - frost fingers, ice knife, armor of Agathys
  • 2nd - Snilloc's snowball
  • 3rd - sleet storm
  • 4th - ice storm
  • 5th - cone of cold
  • 6th - investiture of ice, wall of ice
Healer's spell list
  • 2nd - healing spirit
  • 3rd - mass healing word
  • 5th - mass cure wounds
  • 7th - heal
  • 9th - mass heal
Blood spell list
  • 2nd - hold person
  • 4th - blight
  • 5th - dominate person, hold monster
  • 8th - dominate monster


Beginning at 1st level, your skill with bending water allows you to cast create/destroy water and fog cloud using your spell slots. You have access to the Water spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 3rd level, you learn to extend your practice from water to ice. You gain access the Ice spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 7th level, you learn more about the healing properties of water. You gain access to the Healer’s spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 13th level, you can extend your practice to the manipulation of water in blood. You gain access to the blood spell list. Should you choose to learn any of these spells, you must forego learning spells on the Healer’s spell list of 5th level or higher, and must switch out any of spells you have already learned before you can learn a spell from the Blood spell list. Additionally, hold person and hold monster count as a single spell for the purposes of how many spells you can know and learn when you gain a level. Similarly, dominate person and dominate monster count as a single spell.

Elemental Cantrip: Aqua Shaper[edit]

At 1st level, you learn the shape water cantrip and can add the following effects to the list of ways you can manipulate water:

  • You can gather moisture in the air to create up to a gallon of clean water within range.
  • When you cast this spell, you can blast a forceful shot of water at a creature or object within 30 feet of you. Make a melee or ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.


Fire Bending[edit]

Spells[edit]

Your connection to the element of fire infuses you with the ability to cast certain spells.

Fire spell list
  • 1st - burning hands, hellish rebuke
  • 2nd - continual flame, flame blade, flaming sphere
  • 3rd - fireball, flame arrows, gaseous form (smoke)
  • 4th - fire shield, wall of fire
  • 5th - flame strike, immolation
  • 6th - investiture of flame
  • 7th - delayed blast fireball, firestorm
  • 8th - incendiary cloud
  • 9th - meteor swarm
Lightning spell list
  • 1st - witch bolt
  • 3rd - call lightning, lightning arrow, lightning bolt
  • 6th - chain lightning
Light spell list
  • 3rd - daylight
  • 5th - wall of light
  • 6th - sunbeam
  • 8th - sunburst


Beginning at 1st level, your skill with bending fire allows you to cast the spells burning hands and hellish rebuke. You have access to the Fire spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 7th level, you learn to harness the fire of lightning. You gain access to the Lightning spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 13th level, you hone into the subtleties of fire and light. As long as your alignment is not evil, you gain access to the Light spell list, and can learn spells from this list as you gain levels as an Elementalist.

Elemental Cantrip: Fire Starter[edit]

At 1st level, you learn the control flames cantrip and can cast it as an action or bonus action. It does not count against the number of cantrips you know.

In addition, you learn the produce flames cantrip with the following modifications:

  • You can cast this spell without verbal components.
  • In addition to using this spell to make a ranged spell attack, you can also use this spell to make a melee spell attack. On a hit (for both melee and ranged), the target takes 1d10 fire damage. This damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level. Making an attack in this way still ends the spell.


Air Bending[edit]

Spells[edit]

Your connection to the element of wind infuses you with the ability to cast certain spells.

Wind spell list
  • 1st - feather fall, Zephyr strike
  • 2nd - gust of wind, levitate, skywrite, warding wind
  • 3rd - fly, pulse wave, wind wall
  • 5th - control winds, steel wind strike
  • 6th - investiture of wind, wind walk
  • 7th - whirlwind
  • 8th - control weather
Speed spell list
  • 1st - expeditious retreat, longstrider
  • 3rd - haste
  • 4th - freedom of movement
  • 9th - time stop
Sound spell list
  • 1st - thunder wave, thunderous smite
  • 2nd - shatter, silence
  • 3rd - thunder step
  • 5th - destructive wave


Beginning at 1st level, your skill with bending air allows you to cast the spells feather fall and Zephyr strike. You gain access to the Wind spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 7th level, you learn to harness the speed of the wind. You gain access to the Speed spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 13th level, you learn to harness the soundwaves in the air. You gain access to the Sound spell list, and can learn spells from this list as you gain levels as an Elementalist.

Elemental Cantrip: Wind Wrangler[edit]

At 1st level, you gain access to the gust cantrip, and can cast it without verbal components. Additionally, you can add the following effect to the list of ways you can manipulate wind:

  • You can use your action to create a small whirlwind around an object you can see within range. You can move the object up to 30 feet at a time. You can’t carry more than 10 pounds.
  • When you cast this spell, you can whip up a burst of wind and launch it at a target 30 feet in front of you to inflict damage. Make a melee or ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.


Earth Bending[edit]

Spells[edit]

Your connection to the element of earth infuses you with the ability to cast certain spells.

Earth spell list
  • 1st - earth tremor, catapult (rock only)
  • 2nd - Max's earthen grasp
  • 3rd - erupting earth, meld into stone, minute meteors (all damage is bludgeoning)
  • 4th - stone shape, stoneskin
  • 5th - transmute rock, wall of stone
  • 6th - investiture of stone, move earth, bones of the earth
  • 8th - earthquake
  • 9th - meteor swarm
Sand spell list
  • 2nd - dust devil
  • 3rd - sleet storm (sand), tidal wave (sand), wall of sand
  • 4th - control water (sand)
Gravity spell list
  • 1st - magnify gravity
  • 2nd - earthbind
  • 5th - telekinesis
  • 6th - gravity fissure
  • 7th - reverse gravity
  • 9th - ravenous void


Beginning at 1st level, your skill with bending Earth allows you to cast the spells earth tremor and catapult. You gain access to the Earth spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 3rd level, you finetune your skill to bend pieces of earth as small as sand. You gain access to the Sand spell list, and can learn spells from this list as you gain levels as an Elementalist.

Beginning at 13th level, you’ve grown so in tune with the earth that you learn to manipulate gravity. You gain access to the Gravity spell list, and can learn spells from this list as you gain levels as an Elementalist.

Elemental Cantrip: Terra Sculptures[edit]

At 1st level, you learn the mold earth cantrip and can add the following effects to the list of ways you can manipulate earth:

  • You can use your action to break down a 5 foot or smaller stone or rock into sand or dirt. In addition, you can reform sand or dirt into a 5 foot rock or stone. Furthermore, you may mend two pieces of broken rock or stone as per the mending spell.
  • When you cast this spell, you can hurl loose rocks, dirt, or sand at a target 30 feet in front of you. The object you hurl must be within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 at 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Elementalist class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Elementalist class, you gain the following proficiencies: light armor, simple weapons

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