Para-Elementalist (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This seems to be multiple classes crammed into a single page. 03:51, 6 April 2024 (MDT)


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Para-Elementalist[edit]

Double the Elements, Double the Might[edit]

The orc horde approaches the hillside city, waving intimidating flags. The city appears unguarded, except for six people, all in matching robes, standing by the walls. The orcs talk among themselves of their target's seemingly worthless defense. Suddenly, the robed figures attack. They manipulate the area around them, melting the ground to magma, whipping up the winds in the sky, boiling the water nearby. The orcs attempt to make their move on the six oddities, but are swept away by the force of the para-elementalists. The few remaining soldiers retreat, leaving the city to peace. The para-elementalists return the area around them to its former state, leaving all as it should be.

Some primordial beings are gifted with raw elemental power, taken from air, fire, water, or earth. When two of these elements combine, it forms a new para-element: Smoke, ooze, magma, steam, storms, and sand. Para-elementalists manipulate both the para-elements they are gifted with and the two elements from which they are derived.

Creating a Para-Elementalist[edit]

When creating a para-elementalist, ask yourself, how did you acquire your elemental powers, specifically, two that became one? Is it some kind of birthright from two creatures of different elemental strengths? Were you blessed or cursed? Did you pursue the magics yourself? If your origin was not your choice, how do you feel about your powers? Most importantly, what two elements do you draw strength from?

Quick Build

You can make a para-elementalist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the noble background. Third, choose a trident, leather armor, and a dungeoneer's pack.

Design Note: This class is technically 6 classes in 1, with a different description for every para-element. However, the class(es) share subclasses, spells, and starting equipment.

Smoke Para-Elementalist[edit]

Smoke para-elementalists combine fire and air. They can slip seamlessly through smogs of their own creation and strike by poisoning the air.

Class Features

As a Smoke Para-Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Smoke Para-Elementalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Smoke Para-Elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, tridents
Tools: Choose any 1
Saving Throws: Wisdom, Charisma
Skills: Choose any 2: Arcana, History, Insight, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, Survival

Equipment

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

Table: The Smoke Para-Elementalist

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Smoke Affinity, Elemental Magic, Predominant Element 2
2nd +2 Clouding Smoke 3
3rd +2 Resilient Lungs 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Predominant Element feature 4 3 3
7th +3 One with the Smoke 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Immolating Smog 4 3 3 3 1
10th +4 Predominant Element feature 4 3 3 3 2
11th +4 Deadly Smoke 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 Impervious Lungs 4 3 3 3 2 1 1
14th +5 Predominant Element feature 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Incinerating Smog 4 3 3 3 2 1 1 1 1
18th +6 Predominant Element feature 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Master of Smoke 4 3 3 3 3 2 2 1 1

Smoke Affinity[edit]

You can bend smoke to your will to attack. Starting at level 1, you know both the Poison Spray and Create Bonfire cantrips.

Elemental Magic[edit]

The Smoke Para-Elementist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting modifier. You may change the spells you currently have prepared during a long rest. You can use an arcane focus as a spellcasting focus for your spells.

Predominant Element[edit]

One of your elemental strengths begins to shine over the other. Beginning from level 1, you must choose between fire and air, both detailed below. Your chosen predominant element grants you new features at level 1, 6, 10, 14, and 18.

Clouding Smog[edit]

You can create less harmful smoke to shroud yourself. Starting at level 2, you can cast Fog Cloud a number of times equal to your half your Charisma modifier rounded up (minimum of 1), requiring no components, and without expending a spell slot. You regain the ability to activate this feature once you complete a short or long rest.

Resilient Lungs[edit]

Your para-elemental powers have strengthened your resistance to harmful gasses. Starting at level 3, you are resistant to poison damage from gaseous sources. If you were already resistant, you become immune. Additionally, you have advantage on saving throws against becoming Poisoned.

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.

One with the Smoke[edit]

You have begun to develop natural stealth skills when surrounded by your para-element. Starting at level 7, you are heavily obscured rather than obscured in regard to fogs and smoke, even from magical sources. Whenever you make a melee attack against a creature who is heavily obscured by fog or smoke, you have advantage on the attack roll.

Immolating Smog[edit]

You can ignite the toxic smoke you produce. Starting at level 9, whenever you activate clouding smog, you can choose to instantly end the effect and deal 6d12 + your Charisma modifier fire damage to every creature in the affected area. Once you activate this feature, you cannot use it again until you complete a long rest.

Deadly Smoke[edit]

Even your harmless smoke isn't so harmless anymore. Starting at level 11, whenever you activate clouding smog, you can choose to cast Cloudkill instead of Fog Cloud. This counts as a usage of immolating smog. Additionally, you can activate clouding smog a number of times equal to your Charisma modifier (minimum of 2) before needing rest.

Impervious Lungs[edit]

Your affinity of smoke has made you invulnerable to aerial toxins. Starting at level 13, you are immune to poison damage from gaseous sources, and resistant to poison damage from all other sources. Additionally, you are immune to the Poisoned condition.

Incinerating Smog[edit]

Your smoke is laced with embers and heat. Starting at level 17, whenever you cast Poison Spray, you inflict an additional 1d10 fire damage, regardless of success or failure on the target's saving throw.

Master of Smoke[edit]

You have mastered the para-element of smoke. Starting at level 20, whenever you cast Poison Spray while under the effects of one with the smoke, the attack hits everyone affected by clouding smog and the targets automatically fail their saving throws made to avoid it.

Ooze Para-Elementalist[edit]

Ooze para-elementalists combine earth and water. They can smother their enemies in acidic mud and empower themselves with mire.

Class Features

As a Ooze Para-Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ooze Para-Elementalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ooze Para-Elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, tridents
Tools: Choose any 1
Saving Throws: Wisdom, Charisma
Skills: Choose any 2: Arcana, History, Insight, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, Survival

Equipment

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

Table: The Ooze Para-Elementalist

Level Proficiency
Bonus
Features
1st +2 Ooze Affinity, Elemental Magic, Predominant Element
2nd +2 Mud Shape
3rd +2 Absorbing Mire
4th +2 Ability Score Improvement
5th +3
6th +3 Predominant Element feature
7th +3 Muddied Skin
8th +3 Ability Score Improvement
9th +4 Ooze Step
10th +4 Predominant Element feature
11th +4 Landslide
12th +4 Ability Score Improvement
13th +5 Returning Ooze
14th +5 Predominant Element feature
15th +5
16th +5 Ability Score Improvement
17th +6 Clayman
18th +6 Predominant Element feature
19th +6 Ability Score Improvement
20th +6 Master of Ooze

Ooze Affinity[edit]

You can create ooze to attack or defend at will. Starting at level 1, you know both the Acid Splash and Resistance cantrips.

Elemental Magic[edit]

The Ooze Para-Elementist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting modifier. You may change the spells you currently have prepared during a long rest. You can use an arcane focus as a spellcasting focus for your spells.

Predominant Element[edit]

One of your elemental strengths begins to shine over the other. Beginning from level 1, you must choose between water and earth, both detailed below. Your chosen predominant element grants you new features at level 1, 6, 10, 14, and 18.

Mud Shape[edit]

You can mold ooze as if it were within your hands. Starting at level 2, you have a number of mud shapes equal to your Charisma modifier (minimum of 1). You can activate any of these mud shapes:

Ooze Barrage
You fling a volley of corrosive clay at a creature of your choice. As an attack, make a ranged spell attack with a range of 80 feet. On a hit, you deal 1d12 bludgeoning damage + 1d12 acid damage + your Charisma modifier (you choose which damage to add it to). Damage inflicted by this attack is considered magical for the purposes of overcoming resistances and immunities.
Ooze Grip
Your arms are covered in thick layers of mud that ensnare a creature. As an attack, make a melee spell attack against a creature. On a hit, the creature is Grappled, and takes 1d6 acid damage at the end of each of your turns until it escapes.

You regain spent mud shapes after you complete a long rest.

Absorbing Mire[edit]

You can command ooze to rise to absorb impact. Starting at level 3, you can activate this mud shape. Whenever you are hit by an attack, you can make a Constitution saving throw with a DC equal to the enemy's attack roll as a reaction. On a success, you are resistant to 1 type of damage the attack deals. If the attack deals acid damage, you instead take no damage (only from the acid damage) and cannot choose another type.

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.

Muddied Skin[edit]

You can cover yourself in hard clay to deflect attacks. Starting at level 7, you can activate this mud shape. As a bonus action, you can cast Mage Armor on yourself, requiring no components, but only if you are not wearing armor.

Ooze Step[edit]

You are adapted to walking on muddy terrain. Starting at level 9, you are immune to the effects of difficult terrain, and you can walk on mud or quicksand as if it were solid ground at your walking speed -10.

Landslide[edit]

You can turn the ground to mud and manipulate it to trip up enemies. Starting at level 11, whenever you make a spell attack that knocks the target(s) Prone, you can choose to make them automatically fail their saving throws against the effect, if any, and inflict an additional 2d8 + Charisma modifier acid damage. Once you activate this feature, you cannot use it again until you complete a long rest.

Returning Ooze[edit]

You can create aberrations of ooze and use them to attack your foes. Starting at level 13, you can activate this mud shape. Whenever you are targeted by a nonmagical melee attack, you can use your reaction to mimic the attack, changing the damage type to bludgeoning, which is counted as magical for the purpose of overcoming resistances and immunities. If the attack deals more than 1 type of damage, the secondary damage type(s) changes to acid.

Clayman[edit]

You can create a mirror image of mud to ward yourself from deadly attacks. Starting at level 17, whenever you are targeted by an attack that would reduce you to 0 hit points, you can choose instead to drop to 1 hit point and leave behind a figure of ooze in your place, moving 10 feet away in any direction without expending movement as a reaction. At the end of the attacker's turn, the mud figure explodes, releasing mire in a 10-foot radius sphere centered on the figure. Every creature in that area except for you must succeed on a Dexterity saving throw against your spell save DC. On a failure, the target(s) takes 10d6 acid damage, or half as much on a successful one. Once you activate this feature, you cannot use it again until you complete a long rest.

Master of Ooze[edit]

You have mastered the para-element of ooze. Starting at level 20, you have a number of mud shapes equal to your Charisma modifier + 2 (minimum of 2). Additionally, you can expend 2 mud shapes to cast Acid Arrow as a level 7 spell, requiring no components, as an attack.

Magma Para-Elementalist[edit]

Magma para-elementalists combine fire and earth. They can manipulate volcanic stone like soft clay and engulf their foes in boiling lava.

Class Features

As a Magma Para-Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Magma Para-Elementalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magma Para-Elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, tridents
Tools: Choose any 1
Saving Throws: Wisdom, Charisma
Skills: Choose any 2: Arcana, History, Insight, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, Survival

Equipment

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

Table: The Magma Para-Elementalist

Level Proficiency
Bonus
Features
1st +2 Magma Affinity, Elemental Magic, Predominant Element
2nd +2 Hot Spot
3rd +2 Igneous Resilience
4th +2 Ability Score Improvement
5th +3
6th +3 Predominant Element feature
7th +3 Lava Fissure
8th +3 Ability Score Improvement
9th +4 Hardening Magma
10th +4 Predominant Element feature
11th +4 Volcanic Volleys
12th +4 Ability Score Improvement
13th +5 Lava Tendrils
14th +5 Predominant Element feature
15th +5
16th +5 Ability Score Improvement
17th +6 Semisolid Rock
18th +6 Predominant Element feature
19th +6 Ability Score Improvement
20th +6 Master of Magma

Magma Affinity[edit]

You can bend magma to your will to attack. Starting at level 1, you know the Produce Flame and Magic Stone cantrips.

Elemental Magic[edit]

The Magma Para-Elementist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting modifier. You may change the spells you currently have prepared during a long rest. You can use an arcane focus as a spellcasting focus for your spells.

Predominant Element[edit]

One of your elemental strengths begins to shine over the other. Beginning from level 1, you must choose between fire and earth, both detailed below. Your chosen predominant element grants you new features at level 1, 6, 10, 14, and 18.

Hot Spot[edit]

You can melt the ground into boiling magma. Starting at level 2, you have a number of hot spots equal to your Charisma modifier (minimum of 1). Whenever you create a hot spot, you choose a creature within 60 feet. The area in a 10-foot radius circle melts away into a pool of lava. Every creature in that area must succeed on a Dexterity saving throw against your spell save DC. On a failed save, the target(s) takes 3d8 fire damage on a failed save, or half as much on a successful one. The hot spot lasts 1 minute before it looses its heat. You regain spent hot spots after you complete a long rest.

Igneous Resilience[edit]

You can cover yourself in volcanic stone to absorb impacts. Starting at level 3, you can expend a spell slot of level 1-9 (provided that you have one of that level) and cast False Life on yourself, requiring no material components. Once you activate this feature, you cannot use it again until you complete 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.

Lava Fissure[edit]

You can melt a deeper section of ground and force your foes in. Starting at level 7, whenever you create a hot spot, you can choose to make it a pit. In addition to the damages of the attack, affected creatures fall 10 feet into the fissure. A creature can exit the pit by expending 20 feet of its movement or by flying out. Once you activate this feature, you cannot use it again until you complete a long rest.

Hardening Magma[edit]

You can exert your will on molten rock to return it to its solid state. Starting at level 9, whenever you create a hot spot, you can make a bonus action to harden the magma and trap creatures inside. Every creature in the area of the hot spot that failed its last saving throw against damage is Restrained. At the start of each of the target(s)'s turns, they may make a Strength saving throw against your spell save DC. On a success, the creature breaks free of the volcanic glass. Once you activate this feature, you cannot use it again until you complete a long rest.

Volcanic Volleys[edit]

Your magma-bending powers grow stronger. Starting at level 11, the damage of your hot spots increases to 5d8. Additionally, whenever you cast Produce Flame, you can cast the attacking portion of the spell from any active hot spot instead of yourself.

Lava Tendrils[edit]

You can manipulate magma into squirming tendrils. Starting at level 13, you can expend 2 uses of hot spot to cast Black Tentacles requiring no material components and without expending a spell slot, however, the damage is changed from bludgeoning to fire.

Semisolid Rock[edit]

You can release an erupting wall of lava from the earth to defend yourself. Starting at level 17, whenever you are hit with an attack, you can use your reaction to expend 1 use of hot spot. Roll 5d8. You reduce the damage you take from the attack by the result rolled, and inflict that damage + your Charisma modifier as fire damage to the attacker. Once you activate this feature, you cannot use it again until you complete a long rest.

Master of Magma[edit]

You have mastered the para-element of magma. Starting at level 20, you have a number of hot spots equal to your Charisma modifier + 1 (minimum of 2). Additionally, whenever one of your hot spots expires (and it is not as a result of hardening magma), it automatically activates volcanic volleys to cast the attacking portion of Produce Flame; you choose the target (if any are available).

Steam Para-Elementalist[edit]

Steam para-elementalists combine fire and water. They can scald their foes with blasts of vapor and soothe allies with healing steam.

Class Features

As a Steam Para-Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Steam Para-Elementalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Steam Para-Elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, tridents
Tools: Choose any 1
Saving Throws: Wisdom, Charisma
Skills: Choose any 2: Arcana, History, Insight, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, Survival

Equipment

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

Table: The Steam Para-Elementalist

Level Proficiency
Bonus
Features
1st +2 Steam Affinity, Elemental Magic, Predominant Element
2nd +2 Steam Spray
3rd +2 Flowing Vapor
4th +2 Ability Score Improvement
5th +3
6th +3 Predominant Element feature
7th +3 Boiling Touch
8th +3 Ability Score Improvement
9th +4 Steam Cloud
10th +4 Predominant Element feature
11th +4 Vigorous Vapors
12th +4 Ability Score Improvement
13th +5 Soothing Clouds
14th +5 Predominant Element feature
15th +5
16th +5 Ability Score Improvement
17th +6 Steaming Eruption
18th +6 Predominant Element feature
19th +6 Ability Score Improvement
20th +6 Master of Steam

Steam Affinity[edit]

You can conjure and control steam to scald or to soothe. Starting at level 1, you know both the Fire Bolt and Spare the Dying cantrips.

Elemental Magic[edit]

The Steam Para-Elementist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting modifier. You may change the spells you currently have prepared during a long rest. You can use an arcane focus as a spellcasting focus for your spells.

Predominant Element[edit]

One of your elemental strengths begins to shine over the other. Beginning from level 1, you must choose between fire and water, both detailed below. Your chosen predominant element grants you new features at level 1, 6, 10, 14, and 18.

Steam Spray[edit]

You can release steam from your hands to heal or harm. Starting at level 2, you have a number of steam sprays equal to double your Charisma modifier (minimum of 2). By expending a use, can choose to produce scalding steam. Choose a creature within 60 feet and make a ranged spell attack against them. On a hit, you deal 2d10 + your Charisma modifier fire damage. Alternatively, you can produce healing steam. Choose a creature within 60 feet. The target regains 1d8 + your Charisma modifier hit points. This healing has no effect on undead or constructs. You regain all used steam sprays once you complete a long rest.

Flowing Vapor[edit]

Your movement is as smooth as rising steam. Starting at level 3, whenever you are not wearing armor, your movement speed increases by 10 feet.

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.

Boiling Touch[edit]

Your skin is like a hot kettle. Starting at level 7, whenever you are targeted by a melee attack, you can expend a use of steam spray to deal 1d10 + your Charisma modifier fire damage to the attacker, but only if you are not wearing armor.

Steam Cloud[edit]

Your produced vapor can cover a larger area. Starting at level 9, whenever you produce a steam spray, you can expend any number of additional uses (provided that you have that many uses) to target that many additional creatures as a part of the same action. You cannot activate different effects on different creatures with this feature, only attacking or healing. You also cannot target a single creature with multiple steam sprays.

Vigorous Vapors[edit]

Your manipulations of steam clouds become stronger. Starting at level 11, whenever you produce a steam spray, your attack deals 4d10 + your Charisma modifier fire damage, and your healing recovers 2d8 + your Charisma modifier hit points.

Soothing Clouds[edit]

Your healing vapors grow more potent. Starting at level 13, whenever you produce a steam spray to heal a creature, you can choose to put that creature under the effects of Lesser Restoration, in addition to the regained hit points. Once you activate this feature, you cannot use it again until you complete a short or long rest.

Steaming Eruption[edit]

You can create a giant cloud of scalding steam or healing vapor. Starting at level 17, as an action, you can activate this feature. You can choose to cast either Mass Cure Wounds or Cloudkill, however, the damage is changed from poison to fire. Neither of these spells require components or slots. You regain the ability to activate this feature after you complete a long rest.

Master of Steam[edit]

You have mastered the para-element of steam. Starting at level 20, whenever you activate soothing clouds, the target is under the effects of Greater Restoration or Lesser Restoration, depending on what effects they are under.

Storm Para-Elementalist[edit]

Storm para-elementalists combine water and air. They can strike their foes with lightning and thunder and command deadly typhoons and hailstorms.

Class Features

As a Storm Para-Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Storm Para-Elementalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Storm Para-Elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, tridents
Tools: Choose any 1
Saving Throws: Wisdom, Charisma
Skills: Choose any 2: Arcana, History, Insight, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, Survival

Equipment

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

Table: The Storm Para-Elementalist

Level Proficiency
Bonus
Features
1st +2 Storm Affinity, Elemental Magic, Predominant Element
2nd +2 Weather Summons
3rd +2 Weather the Storm
4th +2 Ability Score Improvement
5th +3
6th +3 Predominant Element feature
7th +3 Hailstorm
8th +3 Ability Score Improvement
9th +4 Thunder
10th +4 Predominant Element feature
11th +4 Stormmaker
12th +4 Ability Score Improvement
13th +5 Whiteout
14th +5 Predominant Element feature
15th +5
16th +5 Ability Score Improvement
17th +6 Galeforce Strike
18th +6 Predominant Element feature
19th +6 Ability Score Improvement
20th +6 Master of Storms

Storm Affinity[edit]

You can bend harmful weather effects to your will. Starting at level 1, you know the Shocking Grasp and Thunderclap cantrips.

Elemental Magic[edit]

The Storm Para-Elementist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting modifier. You may change the spells you currently have prepared during a long rest. You can use an arcane focus as a spellcasting focus for your spells.

Predominant Element[edit]

One of your elemental strengths begins to shine over the other. Beginning from level 1, you must choose between water and air, both detailed below. Your chosen predominant element grants you new features at level 1, 6, 10, 14, and 18.

Weather Summons[edit]

You can call on small storms to harmful effects. Starting at level 2, you have a number of weather summons equal to double your Charisma modifier (minimum of 1). You can activate any of these effects:

Lightning
Whenever you cast Shocking Grasp, you can increase the range to 30 feet.
Wind
As a bonus action, choose a creature within 120 feet. That creature must succeed on a Dexterity saving throw against your spell save DC. On a failure, the target knocked Prone.

You regain all spent weather summons when you complete a long rest.

Weather the Storm[edit]

You are attuned to raging storms. Starting at level 3, you automatically succeed on saving throws made against nonmagical weather effects.

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.

Hailstorm[edit]

You can conjure a deadly volley of ice. Starting at level 7, you can use a weather summon to cast Snilloc's Snowball Swarm, requiring no components or slots.

Thunder[edit]

You can create a more violent boom of thunder. Starting at level 9, whenever you cast Thunderclap, you can use a weather summon to deafen creatures that fail the saving throw for 1 minute. At the end of each affected creature's turns, it can repeat the saving throw, ending the effect on a success.

Stormmaker[edit]

You can create a full storm to rain down lightning upon your foes. Starting at level 11, you can use 2 weather summons to cast Call Lightning as a level 4 spell, requiring no components or slots.

Whiteout[edit]

Your weather manipulations can create a massive storm. Starting at level 13, you can use 2 weather summons to cast Ice Storm, requiring no components or slots.

Galeforce Strike[edit]

You can empower your spells with the wrath of the skies. Starting at level 17, whenever you cast a spell of level 1-5 that deals damage, you can use a weather summon to deal an additional 2d12 damage. Choose from lightning, thunder, cold, or bludgeoning for the type. Once you activate this feature, you cannot use it again until you complete a short or long rest.

Master of Storms[edit]

You have mastered the para-element of storms. Starting at level 20, your weather summons improve:

Lightning
The target takes an additional 2d8 lightning damage on a hit.
Wind
You may choose 2 targets.
Hailstorm
The spell's level increases to 3.
Thunder
The target takes half damage, rather than none, on a successful save.
Stormmaker and Whiteout
The spells' levels both increase to 5.

Sand Para-Elementalist[edit]

Sand para-elementalists combine air and earth. They can create desert mirages to confuse enemies and conjure raging sandstorms.

Class Features

As a Sand Para-Elementalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sand Para-Elementalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sand Para-Elementalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, tridents
Tools: Choose any 1
Saving Throws: Wisdom, Charisma
Skills: Choose any 2: Arcana, History, Insight, Intimidation, Performance, Persuasion, Religion, Sleight of Hand, Survival

Equipment

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

Table: The Sand Para-Elementalist

Level Proficiency
Bonus
Features
1st +2 Sand Affinity, Elemental Magic, Predominant Element
2nd +2 Desert Conjurations
3rd +2 Drifting Dust
4th +2 Ability Score Improvement
5th +3
6th +3 Predominant Element feature
7th +3 Sandstorm
8th +3 Ability Score Improvement
9th +4 Mirage Swarm
10th +4 Predominant Element feature
11th +4 Sandy Step
12th +4 Ability Score Improvement
13th +5 Dust Devil
14th +5 Predominant Element feature
15th +5
16th +5 Ability Score Improvement
17th +6 Desert Duplicate
18th +6 Predominant Element feature
19th +6 Ability Score Improvement
20th +6 Master of Sand

Sand Affinity[edit]

You can bend sand to create illusions or attack. Starting at level 1, you know both the Minor Illusion and Chill Touch cantrips.

Elemental Magic[edit]

The Sand Para-Elementist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting modifier. You may change the spells you currently have prepared during a long rest. You can use an arcane focus as a spellcasting focus for your spells.

Predominant Element[edit]

One of your elemental strengths begins to shine over the other. Beginning from level 1, you must choose between earth and air, both detailed below. Your chosen predominant element grants you new features at level 1, 6, 10, 14, and 18.

Desert Conjurations[edit]

You can conjure the wrath of the desert. Starting at level 2, you have a number of desert conjurations equal to half your Charisma modifier, rounded up (minimum of 1). You can activate any of the following effects:

Mirage
As an action, you cast Disguise Self, requiring no components or slots.
Quicksand
As an action, you cast Grease, requiring no components or slots.

You regain spend desert conjurations once you complete a short or long rest.

Drifting Dust[edit]

Your movement flows like that of sand in the wind. Starting at level 3, you have advantage on all saving throws made against being moved around by effects. If an ally is within 5 feet of you, he/she shares advantage on these rolls as well.

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.

Sandstorm[edit]

You can whip up a raging sandstorm to attack. Starting at level 7, you can use a desert conjuration to create a sandstorm as an action. The sandstorm inflicts 1d10 + Charisma bludgeoning damage to every creature except you within a 60-foot radius, 100-foot tall cylinder centered on the point where you created it at the beginning of its turn. The sandstorm lasts 1 minute, and damage inflicted by it is considered magical for the purposes of overcoming resistances and immunities.

Mirage Swarm[edit]

You can create mirages of yourself to confuse your foes. Starting at level 9, you can use a desert conjuration to cast Mirror Image, requiring no components or slots.

Sandy Step[edit]

Your movement is attuned to the rhythm of sand. Starting at level 11, whenever you create a sandstorm, your movement speed increases by 15 as long as you are inside of it.

Dust Devil[edit]

Your sand manipulations grow stronger. Starting at level 13, whenever you create a sandstorm, the damage inflicted increases to 2d10, and the duration increases to 2 minutes.

Desert Duplicate[edit]

Forged of sand and mirage magic, you can create a true duplicate of your visage. Starting at level 17, you can use 2 desert conjurations to cast Simulacrum to create a copy of yourself, requiring no components or slots, however, the simulacrum will be made of sand rather than snow and ice.

Master of Sand[edit]

You have mastered the para-element of sand. Starting at level 20, whenever you create a sandstorm and it ends, you can choose to regain 1 desert conjuration. Once you activate this feature, you cannot use it again until you complete a short or long rest.

Air[edit]

Wind Shaper

Your elemental affinities lean towards air. Starting at level 1, you know the Gust cantrip.

Airy Medium

Your body is like a blanket of soft cloud. Starting at level 6, you are resistant to thunder damage. If you were already resistant, you become immune.

Grace of the Skies

You cannot be knocked to earth so easily. Starting at level 10, whenever you fall from a height of 30 feet or less, you take no fall damage.

Wind Flyer

You can command the air to ascend to the skies. Starting at level 14, you have a flying speed equal to double your movement speed. If you are wearing medium or heavy armor, it is instead equal to your walking speed.

Air Elemental

You can create a servant of pure air. Starting at level 18, you can cast Conjure Elemental, requiring no components or slots, however, you can only create an air elemental. Once you activate this feature, you cannot use it again until you complete a long rest.

Fire[edit]

Flame Shaper

Your elemental affinities lean towards fire. Starting at level 1, you know the Control Flames cantrip.

Fiery Resistance

You are difficult to burn. Starting at level 6, you are resistant to fire damage. If you were already resistant, you become immune.

Immolating Strikes

Your attacks bristle with flames. Starting at level 10, whenever you attack with a melee weapon, you inflict additional fire damage equal to your Charisma modifier.

Born of Flames

You become impervious to burns. Starting at level 14, you have advantage on saving throws made against extreme heat. Additionally, your base movement speed doubles (this does not applying to swimming, flying etc.).

Fire Elemental

You can create a servant of pure fire. Starting at level 18, you can cast Conjure Elemental, requiring no components or slots, however, you can only create an fire elemental. Once you activate this feature, you cannot use it again until you complete a long rest.

Water[edit]

Wave Shaper

Your elemental affinities lean towards water. Starting at level 1, you know the Shape Water cantrip.

Natural Swimmer

You feel at home in the water. Starting at level 6, you have a swimming speed equal to your walking speed. If you already had a specified swimming speed, it is instead increased by 10 feet.

One with the Water

Your underwater talents are improved. Starting at level 10, you can breathe both air and water. Additionally, attacks made underwater are no longer made at disadvantage.

Liquid Flow

Your body is like a wet stone. Starting at level 14, you have advantage on saving throws made against becoming Grappled, Restrained, or Petrified, or ending any of those conditions.

Water Elemental

You can create a servant of pure water. Starting at level 18, you can cast Conjure Elemental, requiring no components or slots, however, you can only create an water elemental. Once you activate this feature, you cannot use it again until you complete a long rest.

Earth[edit]

Stone Shaper

Your elemental affinities lean towards earth. Starting at level 1, you know the Mold Earth cantrip.

Earthen Sturdiness

Your feet are in tune with the earth. Starting at level 6, you have advantage on saving throws against being knocked Prone.

Cliff Master

You can scale rocky surfaces with ease. Starting at level 10, you have a climbing speed equal to your walking speed. If you already had a specified climbing speed, it instead increases by 10 feet. Additionally, you ignore the effects of difficult terrain in rocky or uneven areas.

Earth Sense

You can feel the earth resonate. Starting at level 14, you gain 30 feet of tremorsense.

Earth Elemental

You can create a servant of pure earth. Starting at level 18, you can cast Conjure Elemental, requiring no components or slots, however, you can only create an earth elemental. Once you activate this feature, you cannot use it again until you complete a long rest.

Para-Elementist Spell List[edit]

You know all of the spells from the two sublists of the elements that make up your para-element. For example, a steam para-elementist knows all of the spells on the fire spell sublist and the water spell sublist.

Air Spells[edit]

1st Level

Catapult, Feather Fall, Jump, Zephyr Strike

2nd Level

Gust of Wind, Skywrite, Warding Wind

3rd Level

Gaseous Form, Haste, Wind Wall

4th Level

Freedom of Movement, Resilient Sphere, Storm Sphere

5th Level

Cone of Cold, Control Winds, Steel Wind Strike

6th level

Investiture of Wind, Wind Walk

7th level

Reverse Gravity, Whirlwind

8th level

Control Weather

9th level

Storm of Vengance

Fire Spells[edit]

1st Level

Burning Hands, Faerie Fire, Hellish Rebuke, Searing Smite

2nd Level

Aganazzar's Scorcher, Continual Flame, Scorching Ray

3rd Level

Fireball, Flame Arrows, Melf's Minute Meteors

4th Level

Fabricate, Fire Shield, Wall of Fire

5th Level

Antilife Shell, Flame Strike, Immolation

6th level

Disintegrate, Investiture of Flame

7th level

Delayed Blast Fireball, Fire Storm

8th level

Incendiary Cloud

9th level

Meteor Swarm

Water Spells[edit]

1st Level

Armor of Agathys, Create or Destroy Water, Ice Knife, Purify Food and Drink

2nd Level

Blur, Gentle Repose, Snilloc's Snoball Swarm

3rd Level

Sleet Storm, Tidal Wave, Wall of Water

4th Level

Compulsion, Control Water, Watery Sphere

5th Level

Contagion, Maelstrom, Passwall

6th level

Freezing Sphere, Investiture of Ice

7th level

Forcecage, Regenerate

8th level

Tsunami

9th level

Imprisonment

Earth Spells[edit]

1st Level

Absorb Elements, Earth Tremor, Entangle, Identify

2nd Level

Earthbind, Maximillian's Earthen Grasp, Spike Growth

3rd Level

Erupting Earth, Meld into Stone, Plant Growth

4th Level

Hallucinatory Terrain, Stone Shape, Stoneskin

5th Level

Commune with Nature, Transmute Rock, Wall of Stone

6th level

Investiture of Stone, Move Earth

7th level

Mirage Arcane, Symbol

8th level

Earthquake

9th level

Time Stop

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the para-elementalist class, you must meet these prerequisites: Charisma 17

Proficiencies. When you multiclass into the para-elementalist class, you gain the following proficiencies: Light armor, simple weapons, tridents

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: