Classe Elementalista D&D 5e

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Elementalist

S
tanding in waist high water, the elf meditates on Upon the edge of the cliff, the human looks down the
the clear blue lake around her. She places her several hundred feet to the rocky floor below. As the hill giant
hand into the water and allows the connection to approaches, massive club in hand, the traveler merely grins at
completely flow through her body. As she moves his oncoming pursuer. The giant lurched forward and swings
her arms to the side, the water obeys her away with its club, counting on crushing its cornered prey.
command and begins to part, slowly lowering her Leaping backwards, the traveler's feet hit the air, but rather
down into the bed of the lake. She opens her than fall to his death, he casually walks backwards upon the
eyes, revealing the powerful blue glow as the water begins to wind, waving goodbye to his bewildered foe as he turns and
crash down around her, still effortlessly held at bay by her as gently descends to the solid ground below.
she walks through the lake bed and up onto the shore. Flames leap from the gnomes hands as she dodges blade
As the band of goblins surround him, the half-orc stood after blade from her two foes. She had already burned two
calmly amidst the whistling winds of the canyon walls. pursuers to a crisp, but she was still surrounded by three
Despite the seemingly terrible odds, he grins as he surveys more and bleeding out from the stomach. As she struggles to
the scene. Charging in, the goblins murderous cries echo off catch her breath, her attackers move in. However, as they
the stone walls all around them. Suddenly, the half-orc approach and her body falls to the ground, fire wraps around
throws his hands into the air as the ground erupts beneath her and erupts from within. When her remaining attackers
the goblins, launching several into the air. As he claps his stand, badly burned and shaken, they see a raging gnome
hands together, parts of the canyon walls slam together, with a body engulfed in flames, roaring in anger and walking
crushing several others. Hesitantly, the rest make for the half- their way.
orc, but stop short as he submerges himself within the earth, Darkness keeps the tiefling hidden as she enters the open
then emerges covered in brown and red armor as jagged and window of her target's home. She silently creeps her way
as strong as the stone it was shaped from. down the hallway, making sure not to alert any of the guards.
As she approaches the one guarding her target's room, she
quickly grabs the orc by the back of the head and sends a
wave of electricity through him. She gently leads the dead
guard to the floor, smoke emanating from his ears, as she
picks the lock to the room. She enters, quiet as death, and
finds her hit sitting up in bed, too terrified of the impending
assassination to sleep. She grins and starts towards him,
lightning gently crackling in her hand as it runs up the long
danger, sparking at the tip. The room lights up briefly in a
crackling blue light before the tiefling exits the house,
another name crossed out.
Power of the Elements
Fire, Earth, Water, Wind, and Lighting are the basic elements
that make up the very fabric of nature. Magic has attempted,
and succeeded in certain aspects, to harness these elements
into powerful tools and weapons. Fireballs, rays of frost, wind
walls, and much more are all common parts of a magic users
repertoire. However, true control over the elements is rare,
and when it occurs, it is incredibly powerful.
Elementalists are wielders of the very power of the
elements themselves. Some are from a long line of elemental
users, others are descendants of ancient elementals. Even
rarer are those who can control all of the elements at once.
No matter the origin, their control over the building blocks of
nature are absolute and unrivaled by other magic users.
This power shapes and pushes the very elements of fire,
water, wind, earth, and lightning, allowing the wielder to
manipulate their element as they see fit. Attacking, defending,
and even healing are possible with enough control and
concentration over their magic.
Born with their innate powers, elementalists control a
single element, being fire, earth, water, lightning, or wind.
Even more rare is those known as Shapers. These
individuals have power over all five elements, making them a
true force to be reckoned with.

1
Unlike most other magic users, aside from sorcerers, Personalities of elementalists can be as varied as the
elementalists get their power from the very blood in their elements they control. Many are, as mentioned above, loners,
veins. They are born into their affinity, and therefore have no with the patience and tranquility needed to fully master
use for a wizard's spellbook, a cleric's deity, or a warlock's control over their particular type of natural magic. However,
patron eldritch horror. There power always comes from their race, their upbringing, and even their elemental affinity
within. can be a factor in their attitude and personality. Fire and
lightning elementalists can often be a bit reckless and proud
A Rare Sight due to the destructive and uncontrollable nature of their
Elementalists are not as common as most other magic users powers. Water elementalists are often seen as the most calm
in the world. Their bloodline is few and their communities due to their communion with water and their ability to heal.
are usually very tight knit. Therefore, to find an elementalist Earth elementalists are seen as stoic, quiet, stubborn as
adventuring is truly a rare sight, indeed. Due to their rarity, stone, and quite intimidating. Wind elementalists more often
their power is often also seen as odd or even something to be than not are the most carefree, preferring to fly and take to
feared. This makes most elementalist to be that of a loner or, the sky whenever possible.
more rarely, a mercenary. No matter the personality or the power, elementalists can
be one of the most valuable members of an adventuring party.
Their magic may not be as varied or versatile as other spell
casters, but their focus makes them an incredibly deadly and
useful companion, allowing for not only powerful and eclectic
attack and defense maneuvers, but also adept problem
solving with their elements.

The Elementalist
Proficiency Elemental Spells Spell Elemental
Level Bonus Features Strike Known Level Points
1st +2 Spellcasting, Elemental Affinity, Elemental 1d4/- 1 1st -
Strike
2nd +2 Elemental Points - 2 - 7
3rd +2 Elemental Manipulation, Elemental Affinity - 3 2nd 8
feature
4th +2 Ability Score Improvement - 3 - 9
5th +3 1d6/1d4 4 3rd 10
6th +3 Elemental Affinity feature - 4 - 11
7th +3 - 5 4th 12
8th +3 Ability Score Improvement - 5 - 13
9th +4 2d6/1d6 6 5th 14
10th +4 Elemental Manipulation, Elemental Lifeblood - 6 - 15
11th +4 Elemental Affinity feature - 7 6th 16
12th +4 Ability Score Improvement - 7 - 17
13th +5 - 8 7th 18
14th +5 Elemental Affinity feature - 8 - 19
15th +5 - 9 - 20
16th +5 Ability Score Improvement - 9 - 21
17th +6 Elemental Manipulation, Elemental Lifeblood 2d8/1d8 10 - 22
18th +6 Elemental Affinity feature - 10 - 23
19th +6 Ability Score Improvement - 10 - 24
20th +6 Elemental Ascendance - 10 - 25

2
Creating An Elementalist Elemental Points
Without a doubt, the most important decision to make when Starting at 2nd level, you develop the ability to manipulate the
creating your elementalist is what your elemental affinity will element of which you specialize in. You gain access to 7
be. When creating your character, you will be asked to choose elemental points when you choose your affinity, and gain an
an affinity at level one. This will lead you down the path of a additional point every time you level up, to a maximum of 25
Fire Dancer, Earth Carver, Water Weaver, Lightning Bender, at level 20. These points allow you to cast and further
or Wind Walker. manipulate your elemental spells. Spells cost a number of
The type of element (or elements) you choose to wield will points equal to its spell level to cast. You regain all spent
determine your power, but everything else is up to you. Are elemental points after a Long Rest.
you from a long line of elementalists? Are you a descendant Note that elemental points and their use replaces spell
from the elementals generations in your past? Did you leave slots. For spells that have the “at higher levels” feature,
your close community of element manipulators to find replace the spell slot level with the appropriate number of
adventure? Were you cast out of your home after being born additional elemental points. For example, if a 3rd level spell
with such strange and powerful magic? has additional effects/damage if used in a 5th, 7th, and 9th
These questions will lead you to more important, character level spell slot, then you would instead spend two additional
shaping questions. How do you feel about your power? How elemental points to gain the effects/damage for 5th, two more
do you feel about other elementalists, or other magic users in for 7th, and two more for 9th.
general? Is your magic the true, pure magic? How will you
use your powers?

Class Features
As an elementalist, you gain the following class features
Hit Points
Hit Dice: 1d6 per elementalist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per elementalist level after 1st
Proficiencies
Armor: None (Wind Walker & Water Weaver), light armor
(Flame Dancer, Earth Carver, & Lightning Bender)
Weapons: Simple weapons, shortswords, quarterstaffs,
shortbows
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Acrobatics, Arcana, Insight,
Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a shortsword or (b) two daggers
(a) a crossbow and 20 bolts or (b) a shortbow and 20
arrows
(a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
20 darts
Elemental Casting
Running through your veins is the power to call upon and
manipulate the elements. This power fuels your spells and
abilities. See Spells Rules for the general rules of
spellcasting and the specific Elemental Affinities features
below for your spell list.

3
Spellcasting Ability Elemental Manipulation
Wisdom is your spellcasting ability for your elementalist At 3rd level, your power over your chosen element is so
spells, since the power of your magic relies on your strong, you can manipulate it in many different ways. You
understanding of nature and of your own inner control. You gain one of the following Elemental Manipulation abilities of
use your Wisdom whenever a spell refers to your spellcasting your choice, which you can spend your elemental points to
ability. In addition, you use your Wisdom modifier when use. You gain another one at 10th level, and a final one at
setting the saving throw DC for an elementalist spell you cast 17th level.
and when making an attack roll with one. You can use only one Elemental Manipulation option on a
Spell save DC = 8 + your proficiency bonus + your Wisdom spell when you cast it, unless otherwise noted.
modifier Protect Allies. Your manipulation over your power is exact
Spell attack modifier = your proficiency bonus + your enough that you can keep your own spells from harming your
Wisdom modifier allies. You may spend elemental points when casting a spell
that targets an area, protecting a single creature per extra
Ritual Casting point spent from all damage dealt by the spell.
You can cast any elementalist spell you know as a ritual if that Increase Range. As your power over the elements grows,
spell has the ritual tag. so does your reach. When you cast a spell with a range of 5
feet or greater, you may spend 3 points to double its range.
Spellcasting Focus and Components When you cast a spell with a range of touch, you may spend 2
Since your power over the elements comes from inside and points to increase its range to 30 feet.
from your own understanding of nature, you do not require a Increase Area. Your manipulation over your elemental
spellcasting focus, nor do you require material components affinity is so great that you can effectively increase the area
for casting spells. affected by your power. When you cast a spell that targets a
radius of 10 feet or greater, you may spend 3 points to double
Elemental Affinity the radius of the spell.
Choose an elemental affinity, which identifies which element Multiply Targets. Power flows out from your elemental
you have power over. Your choices are Fire, Earth, Water, spells, reaching out for all other enemies near. You may
Lighting, and Wind. Depending on your choice, your spend elemental points when casting a spell that targets a
elementalist will be a Fire Dancer, Earth Carver, Water single creature to have your spell jump to another nearby
Weaver, Lightning Bender, or Wind Walker. enemy and deal damage to them. You may target one
This choice will grant you features upon your choice, and additional creature per extra point spent. Each additional
again at 3rd, 6th, 11th, 14th, and 18th level. target must be within 5 feet of a previous target.
Amplify Damage. With your immense power over the
elements, you can cause far more devastation to your targets
Elemental Strike than before. You may spend elemental points when casting a
Your mastery over your element grants you the ability to flow spell that deals damage to one or more creatures to have your
it through your attacks, whether unarmed or with weapons spell deal an extra d4 of damage per extra point spent. At
you are skilled with. Starting at 1st level, you gain the 13th level, the extra damage increases to a d6 per extra point.
following benefits while you are unarmed or wielding
weapons you are proficient with. Ability Score Improvement
You can use Dexterity or Strength for the Attack and When you reach 4th level, and again at 8th, 12th, 16th, and
Damage Rolls of your Unarmed Strikes and weapons you 19th level, you can increase one ability score of your choice
are proficient with that do not have the Heavy speciality. by 2, or you can increase two ability scores of your choice by
In place of the normal damage of your Unarmed Strike, 1. As normal, you can’t increase an ability score above 20
you deal 1d4 damage of your chosen affinity (fire for Fire using this feature.
Dancer, bludgeoning for Earth Carver, cold for Water Using the optional feats rule, you can forgo taking this
Weaver, slashing for Wind Walker, & lightning for feature to take a feat of your choice instead.
Lightning Bender). This damage increases to 1d6 at 5th
level, 2d6 at 11th level, and 2d8 at 17th level. Elemental Lifeblood
If using an Unarmed Strike, you can make a second attack At 10th level, when hit with damage of your elemental affinity
with your off-hand as a bonus action. (fire - Fire Dancer, bludgeoning - Earth Carver, cold - Water
Starting at 5th level, you may add 1d4 damage of your Weaver, lightning - Lightning Bender, or slashing - Wind
chosen affinity to damage dealt with weapons you are Walker), you can use your reaction to have resistance to that
proficient with. This damage increases to 1d6 at 11th level, type of damage until the start of your next turn, including
and 1d8 at 17th level. against the triggering attack.
Once you reach 17th level, you no longer need to use your
reaction. Your resistance is permanent.

4
Elemental Ascendance Fire Mastery
You have attained such a level of mastery over your affinity Your control over fire affords you many different uses of the
that it naturally flows from you at all times. At 20th level, flame. Starting at 1st level, using your action and 1 elemental
utilizing your incredible power over your element, you have point, you can manipulate fire you see in many ways. You can
the following ability: spread an active flame within 30 feet that fits within a 5 foot
Fire Dancer. Fire seems to lash out at those who would do cube up to 5 feet in a direction. If a creature is in the path of
you harm. You are immune to all fire damage. Also, when a the fire, they take 1d6 fire damage, and an additional 1d6 fire
creature successfully hits you with a melee attack, they take damage for every round they remain in the fire at the end of
6d10 fire damage. their turn. For another elemental point, you can also cause
Earth Carver. The earth has become a part of your body minor shapes to appear in the fire for a number of minutes
over your years of travel and training, and seems to rush to equal to your elementalist level.
your aid of its own accord. You are immune to all non-magical The area of flames you can effect and the damage dealt go
bludgeoning damage. Also, you gain temporary hit points up to a 10 foot cube and 3d6 at 6th level, 20 foot cube and
equal to your Elementalist level + your remaining elemental 8d6 at 11th level, and a 30 foot cube and 12d6 at 18th level.
points whenever you are healed back to full health. Unarmored Defense
Water Weaver. Water flows around you like a river in the The fire subtly dances around you, providing you more
forest. You are immune to all cold damage. Also, you have a protection than usual. Beginning at 3rd level, while you are
swim speed of three times your land speed, you can breath wearing no armor and not wielding a shield, your AC equals
underwater, and being underwater never poses disadvantage 10 + your Dexterity modifier + your Constitution modifier.
on your attacks or ability checks or saving throws.
Lightning Bender. Lightning seems to crackle around you Aura of Flame
and come to your defense. You are immune to all lightning At 6th level, for 2 elemental points, you can surround yourself
damage. Also, when a creature successfully hits you with a with fire in a 5 foot radius, causing any creature caught in the
melee attack, they must make a Dexterity saving throw, aura, or who end their turn in the aura, to take 3d10 fire
taking 10d10 lightning damage on fail, and half as much on a damage. If you take damage while using this feature, you
success. must succeed on a Constitution saving throw or the feature
Wind Walker. The air around you is a natural shield ends. The damage increases to 8d10 at 11th level, and 12d10
against those who would hurt you and a danger to them at at 18th level.
the same time. Ranged attacks have permanent Disadvantage This ability costs 2 elemental points per round beyond the
against you. Also, when a creature successfully hits you with first to remain active.
a melee attack, they must make a Dexterity saving throw,
taking 12d10 slashing damage on a fail. Flames of Rage
Beginning at 14th level, when you are reduced to 0 hit points
Elemental Affinity but are not killed outright, you can drop to 1 hit point instead.
When this happens, you unleash an explosion of flame in a
As varied as the elements themselves, an elemental affinity 10 foot radius around you. Creatures within this radius must
determines which element an elementalist has power over. succeed on a Dexterity Saving Throw. If they fail, they take
While each elementalist is unique in their own spell choices 6d6 fire damage, and half as much on a success. You can use
and how they approach elemental manipulation, they all fall this ability once before a long rest.
into one of these five categories: Fire Dancer, Earth Carver,
Water Weaver, Lightning Bender, and Wind Walker. Propulsion of Flame
Beginning at 18th level, your mastery over the flames enables
Fire Dancer you to propel yourself great distances by blasting fire from
Those who were born into the power of the flame are known your feet and hands. You gain a fly speed of twice your land
as Fire Dancers. They wield the power and much sought after speed for 10 minutes. Any creatures within 10 feet of you as
chaos of the fire element. With strong constitutions and often you take off or land must make a Dexterity Saving throw. If
willful personalities, these individuals are often the most they fail, they take 10d10 fire damage, and half as much on a
feared, as fire has always been one of the most terrifying success. You can use this feature twice between Long Rests.
weapons to wield, but so few have ever had the ability to
control it. Earth Carver
One of the rarer of the elementalists, the Earth Carvers are
often part of isolated communities of their own construction.
However, their nomadic and solitary nature belies a caution
that should be exercised when confronting one. Earth
Carvers are stout and powerful beings that shape the very
ground and stone around us all. Many even gain enough
mastery to manipulate sand. They are often underestimated
until it is too late, as many forget that the land itself is at their
service.

5
Earth Mastery Water Weaver
Your control over earth affords you much power over it. Using Often seen as the most calm and tranquil of elementalists,
your action, you can manipulate earth you can see in many Water Weavers move in and out of the water with grace and
varied ways. Starting at 1st level, as an action and for 1 fluidity. This level of calm and control produces a powerful
elemental point, you may move earth, stone, or sand within sway over the lakes and streams of the world, turning flowing
30 feet no larger than a 5 foot cube up to 5 feet in a direction. water into sharp ice or concealing mists. Even the rain can be
If a creature is in the path of the earth, they take 1d6 used as a useful tool for those who were born into this
bludgeoning damage and are pushed 5 feet in the same affinity.
direction. You can use this ability to cause an area of the
ground no bigger than a 5 foot cube to become difficult
terrain, or make difficult terrain become normal. Water Mastery
The area of earth you can effect and the damage dealt goes Your control over water affords you many different uses. You
up to a 10 foot cube and 3d6 at 6th level, 20 foot cube and can manipulate water you can see or that you create in many
8d6 at 11th level, and a 30 foot cube and 12d6 at 18th level. varied and helpful ways. As an action and for 1 elemental
point, you may move an amount of water within 30 feet that
Unarmored Defense fits within a 5 foot cube up to 5 feet in a direction. If a
The earth obeys your call, and protects you if you are creature occupies the same space as the water, they move at
unarmored. Beginning at 3rd level, while you are wearing no half speed until they exit the area, and creatures of a size
armor and not wielding a shield, your AC equals 10 + your smaller than medium are treated as being underwater, taking
Dexterity modifier + your Constitution modifier. all penalties and consequences into account. If the water is
frozen when it enters a space occupied by a creature, they
Living Sand instead take 1d6 cold damage.
Beginning at 6th level, for 2 elemental points, you surround Within the water you manipulate, you can also freeze it, or
yourself with writhing and shifting sand, taking from the cause minor shapes to appear in the water or change its
surrounding area or grinding surrounding rock and stone, opacity for a number of minutes equal to your elementalist
granting you a +1 to your AC. As an action, you can send out a level.
tendril of sand towards a creature within 10 feet of you, The area of water you can effect and the cold damage dealt
forcing them to succeed on a Dexterity saving throw or take in the features above goes up to a 10 foot cube and 3d6 at 6th
3d6 bludgeoning damage and become restrained. If level, 20 foot cube and 8d6 at 11th level, and 30 foot cube and
restrained, they can attempt to break free at the beginning of 12d6 at 18th level.
their turn by making a Strength check against your spell save
DC. You can spend an additional 2 elemental points to move
a restrained creature 5 feet in any direction.
If you take damage while using this feature, you must
succeed on a Constitution saving throw or the ability ends.
This ability costs 2 elemental points per round beyond the
first to remain active. For each additional person beyond the
first you restrain, you must spend an additional elemental
point per round to maintain.
The damage increases to 3d10 at 11th level, and 3d12 at
18th level.
Earth Armor
At 14th level, you encase yourself in the earth, stone, or sand,
creating a full body suite of earth armor. You gain +2 to your
AC, have resistance to all non-magical damage, and gain a
number of temporary hit points equal to 10 + your
elementalist level. The armor lasts for 1 round per
elementalist level or until you use a Bonus Action to dispel
the armor. Once you lose your temporary hit points, you must
succeed at a Constitution saving throw at the end of each of
your turns or the armor is dispelled.
Body of Earth
As of 18th level, you have a permanent resistance to all non-
magical damage.

6
Unarmored Defense Lightning Mastery
The water wraps you in its cool embrace, keeping you safe Your control over lightning affords you any varied and
from harm. Beginning at 3rd level, while you are wearing no powerful uses. Using your action and for 1 elemental point,
armor and not wielding a shield, your AC equals 10 + your you can shoot out lightning from your hands in any direction
Dexterity modifier + your Wisdom modifier. or at any 1 target within 30 feet. The target must succeed on
a Dexterity saving throw or take 1d6 lightning damage. The
Healing Waters damage increases to 3d8 at 6th level, 3d10 at 11th level, and
Starting at 3rd level, at the cost of 5 elemental points, you can 3d12 at 18th level.
use your power over water to heal wounds on yourself or
other creatures. You can touch one creature after rolling your Unarmored Defense
Elemental Strike damage dice and heal them for a number of The power of the storms bends around you, hindering any
hit points equal to the roll. who try to harm you. Beginning at 3rd level, while you are
wearing no armor and not wielding a shield, your AC equals
Natural Swimmer 10 + your Dexterity modifier + your Constitution modifier.
You are one with the water. At 3rd level, you gain a swim
speed equal to your land speed +10. It goes up +20 at 11th Fast as Lightning
level, and +30 at 14th level. Starting at 6th level, your base speed increases by 10 feet as
lightning leaps from your body. It increases another 10 feet at
Living Water 9th level, 14th level, and 18th level.
Beginning at 6th level for 2 elemental points, you surround For 1 elemental point, as a bonus action, you can surround
yourself with water in a 5 foot radius, causing any creature yourself with a higher concentration of lightning and increase
within the affected area to move at half speed and have your movement speed by another 10 feet until the start of
disadvantage on attack rolls and saving throws.From the your next turn.
water, tendrils of liquid extend outward from you. As an
action, you can send out a tendril towards a creature within Aura of Living Bolts
10 feet of you, forcing them to make a Dexterity saving throw. Starting at 6th level, for 2 elemental points, you surround
On a fail, they are restrained, and can attempt to break free at yourself with lightning in a 5 foot radius, causing any creature
the beginning of their turn with a Strength check against your caught in the aura, or who start their turn in the aura, to
spell save DC. You can spend an additional 2 elemental make a Dexterity saving throw, taking 3d10 lightning damage
points to move a restrained creature 5 feet in any direction. on a fail or half as much on a success.
This ability costs 2 elemental points per round beyond the As an action, you can send out a bolt of electricity towards
first to remain active. a creature within 10 feet of you, forcing them to make a
For each additional person beyond the first you restrain, Dexterity saving throw. On a fail, they take 3d10 lightning
you must spend an additional elemental point per round to damage, and half as much on a success. This ability costs 2
maintain. If you take damage while using this feature, you elemental points per round beyond the first to remain active.
must succeed on a Constitution saving throw or the ability If you take damage while using this feature, you must
ends. succeed on a Constitution saving throw or the ability ends.
Alternatively, when you send out a tendril, you can spend The damage increases to 8d10 at 11th level, and 12d10 at
another elemental point to freeze the water. If they fail their 18th level.
Dexterity saving throw, they are not restrained, but instead
take 2d8 cold damage and 2d6 piercing damage. Rage of the Storm
The piercing damage increases by 2d8 and the cold by 2d6 Beginning at 14th level, when you are reduced to 0 hit points
at 11th level, and again at 18th level. but are not killed outright, you can drop to 1 hit point instead.
When this happens, you unleash an explosion of lightning in
Greater Healing Waters a 10 foot radius around you. Creatures within this radius
Starting at 14th level, your healing powers over water have must succeed on a Dexterity Saving Throw or take 6d6
grown great. When you cast a spell of healing, you roll your lightning damage, or take half as much on a success. Also,
Elemental Strike damage dice and add the roll x2 to the Investiture of Lightning is cast upon you automatically, but
number of hit points healed. ends at the end of your next turn. This feature cannot be used
again until you finish a Long Rest.
Lightning Bender
Chaotic, dangerous, and difficult to control, these
descriptions can be used for both Lightning Benders and the
element they manipulate. Often loners, these elementalists
control the crackling and swerving bolts of electricity as they
course through nature. They possess a hardy constitution,
much like their Fire Dancer cousins, and manipulate the
volatile element to give them unpredictable attacks that are
often damaging to many at once.

7
Lightning Strike As an action, you can send out a blade of wind towards a
Starting at 18th level, you harness the power of lightning in creature within 10 feet of you, forcing them to make a
the palm of your hand, and mold it into a small, concentrated Dexterity saving throw. On a fail, they take 3d6 slashing
point. However, this technique is risky and leaves the user damage. If you take damage while using this feature, you
vulnerable after. As an action, you move at twice your must succeed on a Constitution saving throw or the feature
movement speed towards a target you can see. When you ends. This ability costs 2 elemental points per round beyond
reach them, you make an Unarmed Attack roll with the first to remain active.
Disadvantage against the target. On a hit, you automatically The damage increases to 3d10 at 11th level, and 3d12 18th
score a Critical Hit, dealing an additional 6d6 lightning level.
damage. After the attack, your movement speed is halved, you
can take no reactions, and you must choose to perform either Swift as the Wind
an action or bonus action, not both, for 1d4 rounds. Starting at 11th level, you gain permanent Advantage on all
Acrobatic skill checks and Dexterity Saving Throws.
Wind Walker Winds of Rage
Loners like their lightning mastering cousins, Wind Walkers Beginning at 14th level, when you are reduced to 0 hit points
are a far more calm and collected group. Though, instead of but are not killed outright, you can drop to 1 hit point instead.
using this for tranquile mastery over their power like Water When this happens, you unleash an explosion of wind in a 10
Weavers, Wind Walkers prefer a more light hearted foot radius around you. Creatures within this radius must
approach. They use their mastery of the wind to move with succeed on a Dexterity Saving Throw or take 12d6 slashing
incredible speed and even move through the air. When damage, or take half as much on a success. This feature
threatened, their calm focus turns to deadly precision with cannot be used again until you finish a long rest.
their wind slicing through their foes, keeping attacks at bay,
and sending others unwillingly flying. Take Flight
At 18th level, your mastery of the wind allows you to walk on
Wind Mastery it as if it was solid ground. You gain a flying speed equal to
Your control over wind is great. Using your action, you can double your land speed. You can fly for a total of 1 hour
shape wind you can see or that you create in many useful between rests. If you take damage while in flight, you must
ways. Starting at 1st level, for 1 elemental point, you can succeed on a Constitution saving throw or fall.
manipulate an area of wind within 30 feet no larger than a 5
foot cube 5 feet in a direction. If a creature is in the path of
the wind, they must make a Strength saving throw or be
pushed 5 feet. You can also, for another elemental point,
cause simple shapes to flicker and appear within the wind
that last for a number of minutes equal to your elementalist
level.
The area of wind you can effect goes up to a 10 foot cube at
6th level, 20 foot cube at 11th level, and 30 foot cube at 18th
level.
Unarmored Defense
The wind whirls around your form, hindering all attacks and
attempts upon your life. Beginning at 3rd level, while you are
wearing no armor and not wielding a shield, your AC equals
10 + your Dexterity modifier + your Wisdom modifier.
Quickstep
Starting at 6th level, you step lightly on the air, increasing
your base speed by 10 feet. It increases another 10 feet at 9th
level, 14th level, and 18th level.
You can also spend 2 elemental points to triple your jump
distance until the start of your next turn. You can do this 3
times before finishing a long rest.
Living Tornado
At 6th level, you can surround yourself with raging wind in a
5 foot radius, causing any creature who moves into the aura,
or who start their turn in the aura, to succeed on a Dexterity
saving throw or take 3d6 slashing damage. While active,
creatures have Disadvantage on all attack rolls against you.

8
Fire Dancer Spells
Cantrips
Create Bonfire 4th Level
Fire Bolt Conjure Minor Elemental (Fire)
Produce Flame Fire Shield
Wall of Fire
1st Level
Burning Hands
Chaos Bolt (Fire) 5th Level
Hellish Rebuke
Searing Smite Flame Strike
Shield Immolation
2nd Level 6th Level
Aganazzar’s Scorcher Investiture of Flame
Flame Blade 7th Level
Flaming Sphere Delayed Blast Fireball Fire Storm
Heat Metal
Scorching Ray
3rd Level
Fireball
Glyph of Warding (Fire)

9
Earth Carver Spells
Cantrips
*Stone Shrapnel 5th Level
Transmute Rock
1st Level Wall of Stone
Earth Tremor 6th Level
Longstrider
Shield Bones of the Earth
Move Earth
2nd Level Investiture of Stone
Maximilian’s Earthen Grasp 7th Level
3rd Level *Rock Slide
*Earthen Toss
Erupting Earth
Meld into Stone *new spells found in the New Spells section at the end of this
Wall of Sand class explanation
4th Level
Conjure Minor Elemental (Earth)
Stone Shape
Stoneskin

10
Water Weaver Spells
Cantrips
Frostbite 4th Level
Ray of Frost Conjure Minor Elemental (Water)
Control Water
1st Level Watery Sphere
Armor of Agathys Ice Storm
Chaos Bolt (Cold) 5th Level
Ice Knife
Fog Cloud Cone of Cold
Cure Wounds Mass Cure Wounds
Shield Maelstrom
2nd Level 6th Level
Dragon’s Breath (Cold) Wall of Ice
*Shards of Ice Investiture of Ice
Snilloc’s Snowballs 7th Level
Mirror Image Regenerate
3rd Level
*Iceball
Glyph of Warding (Cold) *new spells found in the New Spells section at the end of this
Sleet Storm class explanation
Tidal Wave
Wall of Water
Water Breathing
Revivify
Water Walk

11
Lightning Bender Spells
Cantrips
Lightning Lure 4th Level
*Lightning Toss Conjure Minor Elemental (Lightning)
Shocking Grasp Storm Sphere
1st Level 5th Level
Chaos Bolt (Lightning) Destructive Wave
Shield 6th Level
Witch Bolt Chain Lightning
2nd Level Investiture of Lightning
Dragon’s Breath (Lightning) 7th Level
*Flying Bolts *Rage of the Storm
3rd Level
Call Lightning
Glyph of Warding (Lightning) *new spells found in the New Spells section at the end of this
Lightning Arrow class explanation
*Lightning Ball
Lightning Bolt

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Wind Walker Spells
Cantrips
Gust 3rd Level
Thunderclap Thunder Step
Wind Wall
1st Level
Feather Fall 4th Level
Thunderous Smite Conjure Minor Elemental (Air)
Thunderwave 5th Level
Shield Control Winds
2nd Level
6th Level
Blur Investiture of Wind
Dust Devil
Gust of Wind 7th Level
Invisibility Reverse Gravity
Levitate Whirlwind
Mirror Image
Silence
Skywrite *new spells found in the New Spells section at the end of this
class explanation

13
New Spells
Stone Shrapnel Earthen Toss
cantrip transmutation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: Instantaneous Duration: Concentration, up to 10 minutes
Using bits of the earth around you, you send out a small, You pull up five small boulders from the earth and have
speeding stone at a target you can see within range. Make a them orbit around you for the spell’s duration. When you cast
ranged spell attack for each stone. On a hit, the target takes the spell, and as an action on subsequent turns, you can
1d6 bludgeoning damage. throw a boulder to a point you choose within 60 feet. Each
At Higher Levels: At 5th, 11th, and 17th level, you can creature within 5 feet of where it impacts must make a
send out an additional stone as part of the attack. You may Dexterity saving throw. They take 2d6 bludgeoning damage
send all stones at a single target, or multiple. on a failure, or half as much on a success.
At Higher Levels: The number of boulders created
Lightning Toss increases by 1 for each additional elemental point used upon
cantrip evocation casting.
Casting Time: 1 action
Range: 30 feet Ice Ball
Duration: Instantaneous 3rd-level evocation
You produce a ball of crackling lightning in the palm of Casting Time: 1 action
your hand. You make a ranged spell attack and hurl the ball at Range: 150 feet
a creature within range. On a hit, the target takes 1d8 Duration: Instantaneous
lightning damage. A small snowflake glides from your hand to a point you
At Higher Levels: At 5th, 11th, and 17th level, the damage choose within range and then expands with the sound of
increases by 1d8. shattering glass into an explosion of ice. Each creature in a
20-foot-radius sphere centered on that point must make a
Shards of Ice Dexterity saving throw. A target takes 5d6 piercing damage
2nd-level evocation and 3d6 cold damage on a failure, or half as much on a
Casting Time: 1 action success.
Range: 120 feet At Higher Levels: For each additional elemental point
Duration: Instantaneous used upon casting, the cold and piercing damage increases
by 1d6 each.
You send three shards of ice at targets within range. You
can send them at on target or several. Make a ranged spell Lightning Ball
attack for each shard. On a hit, the target takes 2d6 piercing 3rd-level evocation
damage and 1d6 cold damage. Casting Time: 1 action
At Higher Levels: You create one additional shards for Range: 150 feet
each additional elemental point used upon casting. Duration: Instantaneous
Flying Bolts A bolt of electricity streaks from your hand to a point you
2nd-level illusion choose within range and then expands in crashing of thunder
Casting Time: 1 action into an explosion of ice. Each creature in a 20-foot-radius
Range: 120 feet sphere centered on that point must make a Dexterity saving
Duration: Instantaneous throw. A target takes 5d6 lightning damage and 3d6 thunder
damage on a failure, or half as much on a success. All
Electricity crawls along your arm as you send three bolts of creatures within the radius are pushed back 5 feet.
lightning at targets within range. You can send them at one At Higher Levels: For each additional elemental point
target or several. Make a ranged spell attack for each bolt. On used upon casting, the damage increases by 1d6.
a hit, the target takes 2d6 lightning damage.
At Higher Levels: You create one additional bolt for each
additional elemental point used upon casting.

14
Rage of the Storm
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
A storm of crackling lightning appears in a location you
choose within range. The area of the storm consists of up to
ten 10ft cubes, which you can arrange as you wish. Each
cube must have at least one face adjacent to the face of
another cube. Each creature in the area must make a
Dexterity saving throw. It takes 7d10 lightning damage on a
failure, or half as much on a success.
Rock Slide
9th-level transmutation
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
At your command, pieces of earth erupt into the air and
then plummet to the ground at four different points you can
see within range. Each creature in a 30-foot-radius sphere
centered on each point you choose must make a Dexterity
saving throw. A creature takes 30d6 bludgeoning damage on
a failure, or half as much on a success. A creature in the area
of more than one piece of falling earth is only affected once.

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Tyler R Lee and published under the Community Content Agreement
for Dungeon Masters Guild.

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