Elementalists are masters at manipulating destructive and primal energy, turning the study of elemental power into less an academic exercise, and more a martial art. These warrior mages can be found the world over, either as specialist battle casters or as members of cultures where the division between the studies of magic and warfare is blurred. Quick Build You can make an elementalist quickly by following these suggestions. First, choose the Flame-Blooded casting tradition, making Charisma your highest score. Your next-highest score should be Strength or Dexterity, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your third-highest score should be Constitution. Choose the hermit background. You gain the Destruction sphere as a bonus talent from your first level in the elementalist class. Choose the Nature (fire geomancy) and Warp spheres as your bonus magic talents from your casting tradition. You gain Quick Teleport (teleport) as the bonus magic talent from your Limited Warp variant. Trade out your light armor and martial weapon proficiencies as well as the Unarmored Defense feature for the Weapon Master martial tradition, gaining the Fencing and Retribution martial spheres, in addition to the Unarmored Training and Duelist (discipline) martial talents from the Equipment sphere.
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your key ability modifier. Admixture At 2nd level, you can mix multiple blast types together. When you create a destructive blast, you can spend a bonus action to add a second blast type. If the blast types have different damage types, the blast’s damage is split equally between the two types. If both blast types modify the saving throw allowed by any blast shape, you must choose which one applies. The rider effects of both blast types are applied. The admixture feature is not considered an augment for the purpose of interacting with sphere talents or abilities. You can use this feature twice. You regain expended uses when you finish a short or long rest. Elemental Path At 2nd level, you unlock an elemental path of your choice: the Path of the Aspirant, Path of the Doomblade, Path of the Geomancer, Path of the Inspired Kineticist, or the Path of the Primordial, each of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 11th, and 17th level. Favored Element At 3rd level, choose one damage type. Once per turn, when casting a destructive blast with that damage type, you deal an additional 1d4 damage. This extra damage is applied only to the initial destructive blast and not to any lingering damage. If using the Blade (blast shape) or the Energy Weapon talent, your favored element can instead apply to the first damage roll you make with the weapon or ammunition each round. The amount of additional damage changes when you reach certain levels in this class. The additional damage becomes 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, and 1d12 at 18th level. Ability Score Improvement 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. Alternately, you may gain a feat. Elemental Defense At 5th level, you gain resistance to the damage type you selected for your favored element. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Elemental Movement At 9th level, you can spend a bonus action to use your mastery of energy to propel yourself, increasing all movement speeds you possess by 15 feet for one round. Elemental Aid Beginning at 10th level, you can use your energy to aid yourself in an activity. You can add your favored element die to either your armor class against an attack, or to a Strength, Dexterity, or Constitution ability check or saving throw. You can do this once. You regain your uses of this ability after a short or long rest. This cannot be combined with bonuses from additional die rolls (such as bardic inspiration, command die, or the bless spell) on the same roll. Greater Elemental Movement At 13th level, your elemental movement improves. When using elemental movement your speed increases by 30 feet (instead of 15 feet). Greater Elemental Aid At 14th level, you can use elemental aid twice instead of once. Energetic Soul By 15th level, your mastery of energy fortifies your body. You gain proficiency in all saving throws. Additionally, whenever you fail a saving throw, you can spend 1 spell point as a reaction to reroll it and take the second result. Superior Elemental Aid At 18th level, you can use elemental aid three times instead of twice. Energy Body At 20th level, your body is suffused with energy, granting resistance to acid, cold, fire, lightning, necrotic, poison, radiant, and thunder damage. If one of these options is already a favored element, you gain immunity to it.
You start with the following equipment, in addition to the equipment granted by your background:
You can combine spheres and talents to create magical effects. You gain a spell pool and magic talents. Spell Pool You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your elementalist level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.) Casting Tradition You may select a Casting Tradition, or use one you already possess. Magic Talents You gain 3/4ths of a magic talent every level, according to Table: Elementalist. Weave Energy At 1st level, you gain the Destruction sphere.
The path of the elementalist is as diverse as there are forms of energy. Some elementalists follow a path that leads them to combine multiple energy types, while others embrace the energy becoming as the element itself. Path of the Aspirant
Level | Proficiency Bonus | Features | Magic Talents | Spell Points | Favored Element |
---|---|---|---|---|---|
1st | +2 | Spherecasting, Unarmored Defense, Weave Energy | 0 | 1 | — |
2nd | +2 | Admixture, Elemental Path | 1 | 2 | — |
3rd | +2 | Elemental Path feature, Favored Element | 2 | 3 | 1d4 |
4th | +2 | Ability Score Improvement | 3 | 4 | 1d4 |
5th | +3 | Elemental Defense | 3 | 5 | 1d4 |
6th | +3 | Elemental Path feature | 4 | 6 | 1d4 |
7th | +3 | Evasion | 5 | 7 | 1d6 |
8th | +3 | Ability Score Improvement | 6 | 8 | 1d6 |
9th | +4 | Elemental Movement | 6 | 9 | 1d6 |
10th | +4 | Elemental Aid | 7 | 10 | 1d6 |
11th | +4 | Elemental Path feature | 8 | 11 | 1d8 |
12th | +4 | Ability Score Improvement | 9 | 12 | 1d8 |
13th | +5 | Greater Elemental Movement | 9 | 13 | 1d8 |
14th | +5 | Greater Elemental Aid | 10 | 14 | 1d8 |
15th | +5 | Energetic Soul | 11 | 15 | 1d10 |
16th | +5 | Ability Score Improvement | 12 | 16 | 1d10 |
17th | +6 | Elemental Path feature | 12 | 17 | 1d10 |
18th | +6 | Superior Elemental Aid | 13 | 18 | 1d12 |
19th | +6 | Ability Score Improvement | 14 | 19 | 1d12 |
20th | +6 | Energy Body | 15 | 20 | 1d12 |