Homebrew
At 1st level, you choose your elemental path from the list available, each detailed at the end of the class description. This choice grants you features and Elemental Technique choices at 1st level and again at 3rd, 7th, and 15th level.
Starting at 1st level, as an action, you can unleash an attack harnessing the energy of your chosen element towards a target within 60 feet. Make a ranged spell attack against the target by rolling a d20 and adding your Wisdom modifier and proficiency bonus to the roll. On a hit, the target takes 1d10 damage of a type associated with your Elemental Mastery: fire damage for Fire, bludgeoning damage for Earth, cold damage for Water, and slashing damage for Air.
As you grow in power and mastery, the damage of your Elemental Manipulation increases, reflecting your heightened attunement with your element. The damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Starting at 2nd level, you tap into the reservoir of inner energy known as Chi, which powers your more advanced elemental abilities. Your mastery over your element allows you to harness this energy, represented by Chi points.
Your Chi points are calculated by adding your levels in the elementalist class, including levels from different Elemental Mastery paths if you choose to multiclass within the elementalist class itself. For example, if you have 3 levels in fire elementalist and 2 levels in water elementalist, you would have 5 levels in elementalist for the purpose of calculating your Chi points. The total number of Chi points you have is equal to your combined Elementalist level plus your Wisdom modifier.
You regain all expended Chi points after a long rest. These points are used to activate various Elemental Techniques, enhancing your elemental manipulations with potent effects.
As an elementalist, you learn specialized techniques that allow you to manipulate your chosen element in unique and powerful ways. You learn your first two Elemental Techniques at 2nd Level and gain an additional choice of Technique once you reach 3rd, 4th, 6th, 10th, 14th, and 20th levels. Some Techniques are available to all elementalists, while others are specific to your Elemental Mastery.
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. You can't increase an ability score above 20 using this feature.
4th-level elementalist optional featureWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace up to two of the techniques you chose for the Elemental Techniques feature with another technique that is available to you.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack or Elemental Manipulation actions on your turn.
At 13th level, you gain resistance to a type of damage associated with one element you have mastery in:
At 20th level, you have achieved the zenith of elemental mastery, embodying the very essence of the elements you command. Your Wisdom and Constitution scores each increase by 4. Your maximum for these scores is now 24.
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Earth Elementalists are masters of stone and soil, wielding the steadfast power of the earth to shape the battlefield to their advantage. Known for their unyielding resilience, they manipulate terrain to create barriers and obstacles, grounding themselves with the strength of the land. These Elementalists stand firm, embodying the enduring nature of the earth itself.
At 1st level, you can shape and mold earth and stone within a 30-foot range. Initially, you can manipulate a volume of up to 1 cubic foot per your Earth Elementalist level. This ability can be used for various purposes, such as crafting simple tools, creating makeshift shelters, or even altering the landscape to create small barriers or trenches. The shaping process requires concentration and takes 6 seconds for each cubic foot of material manipulated.
Your control and the volume of earth you can manipulate increase as you gain levels in this sub-class. At 5th level, the volume you can shape expands to 2 cubic feet per level; at 11th level, to 4 cubic feet per level; and by 17th level, you can manipulate up to 8 cubic feet of earth or stone per level.
At 3rd level, you gain one Elemental Mastery Technique related to your element. You gain additional techniques at 7th, 11th, and 15th levels. Each technique you choose must be related to your element, reflecting your focused study and growing mastery. At 20th level, you embody the essence of your element, gaining access to all available Elemental Mastery Techniques for your chosen element. This culmination of power showcases the depth of your elemental affinity and mastery.
At 3rd level, as a reaction when you or a creature within 30 feet of you is targeted by a ranged attack, you can summon a wall of compacted earth to intercept the attack. The wall is 5 feet wide, 5 feet tall, and 1 foot thick, and it springs into existence at a point you choose within range. The wall provides half cover and has an AC of 15 and hit points equal to your Elementalist level x 5. The wall remains until it is destroyed or until you dismiss it as a free action. You can use Stone Bulwark a number of times equal to your proficiency bonus per short rest. All expended uses are replenished after a short or long rest.
At 7th level, you can call upon the enduring might of the earth to fortify yourself. As an action, you gain temporary hit points equal to twice your Elementalist level, and for the duration while you have these temporary hitpoints, you have advantage on Strength checks and Strength saving throws. This bolstering effect lasts for 1 hour or until you dismiss it as a bonus action. You can use this feature once per long rest.
At 15th level, you can call upon the earth to shake and tremble. As an action, you cause an intense tremor in the ground in a 20-foot radius centered on a point you can see within 90 feet. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. You can use this feature once per long rest.
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Water Elementalists are masters of fluidity and change, harnessing the power of water to adapt to any situation. Known for their versatility and grace, they can shape the battlefield with flowing torrents and protective barriers, healing allies and hindering foes. These Elementalists embody the ever-changing and life-giving nature of water, flowing around obstacles and overcoming challenges with ease.
At 1st level, you can shape and mold water within a 30-foot range. Initially, you can manipulate a volume of up to 1 cubic foot per your Water Elementalist level. This ability can be used for various purposes, such as crafting simple tools, creating makeshift shelters, or altering the landscape to create small barriers or pools. The shaping process requires concentration and takes 6 seconds for each cubic foot of material manipulated.
Your control and the volume of water you can manipulate increase as you gain levels in this sub-class. At 5th level, the volume you can shape expands to 2 cubic feet per level; at 11th level, to 4 cubic feet per level; and by 17th level, you can manipulate up to 8 cubic feet of water per level.
At 3rd level, you gain one Elemental Mastery Technique related to water. You gain additional techniques at 7th, 11th, and 15th levels. Each technique you choose must be related to water, reflecting your focused study and growing mastery. At 20th level, you embody the essence of water, gaining access to all available Elemental Mastery Techniques for water. This culmination of power showcases the depth of your elemental affinity and mastery.
At 3rd level, as a bonus action, you can create a mist that surrounds you within a 15-foot radius, granting a cooling and calming effect. Creatures within the mist gain resistance to fire damage and advantage on saving throws against being frightened or charmed. Additionally, this mist also stabilizes any dying creatures within. This effect lasts for 1 minute.
At 7th level, you gain the ability to breathe underwater and a swim speed equal to your walking speed. Additionally, you can bestow waterbreathing to up to six willing creatures you can see within 30 feet. As an action, you can concentrate on creating air pockets around their heads, allowing them to breathe underwater for up to 10 minutes. You can use this feature once per long rest.
At 15th level, as an action, you create a create a powerful surge of water that rushes forward in a 50-foot line that is 20 feet wide. Each creature in the path of the wave must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked back 10 feet. On a successful save, a creature takes half damage and isn't knocked back. You can use this ability once per long rest.
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