Elementalist (5e Sorcerous Origin)

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Author: Elelfojoa (talk)
Date Created: July 16th, 2021
Status: In Progress
Editing: Clarity edits only please
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Elementalist[edit]

An Elementalist is someone who was born to control and make use of the 4 Elements: Water, Earth, Fire and Air. These arcanists can exploit their powers at their will, focusing on one at a time or mixing them to defeat their enemies, protect their allies, and over all maintain the balance in the elements.

Elemental Bond[edit]

Starting at 1st level, your ties to the elements give you the power to control them. You learn additional spells when you reach certain levels in this class. The spells learnt by this ability depend on the elemental stance you choose: water, earth, fire or air. Each elemental stance provides a different list of spells, as shown in the Elementalist Spells table. Each of these spells count as a Sorcerer spell for you, but it doesn't count against the number of spells you know. You can only get the spell list from the Elemental Stance you choose to start on at the beginning of the day.

Elementalist Spells

Sorcerer Level Water
Spells
Earth
Spells
Fire
Spells
Air
Spells
1 Armor of Agathys Earth Tremor Hellish Rebuke Thunderwave
3 Misty Step Spike Growth Heat Metal Gust of Wind
5 Sleet Storm Erupting Earth Fireball Wind Wall
7 Control Water Stone Shape Flame Shield Freedom of Movement
9 Maelstrom Wall of Stone Immolation Control Winds

Elemental Affinity[edit]

Also at 1st level, you are able to commune with the elements, granting you benefits depending on which affinity you choose. Each affinity grants you a different benefit at 1st level and again at 6th, 14th and 18th.

  • Water Affinity: At 1st level while you are on your Water Stance, you can use a bonus action to be able to walk on water for up to 1 minute. You can use this feature a number of timer equal to your Charisma modifier (minimum of 1) per long rest. In addition, you know the Shape Water cantrip while on this Stance.
  • Earth Affinity: At 1st level while you are on your Earth Stance, you can use a bonus action to push a creature within 15 feet of you 5 feet away. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest. In addition, you know the Mold Earth cantrip while on this Stance.
  • Fire Affinity: At 1st level while you are on your Fire Stance, you can make your flames burn brighter. When you cast a spell that deals Fire damage on your turn, you can add a bonus to damage equal to your Charisma modifier (minimum of 1). You also know the Control Flames cantrip while on this Stance.
  • Air Affinity: At 1st level while you are on your Air Stance, your speed increases by 5 feet as the winds favour your movement. This speed increases to 10 feet at 10th level. You also know the Gust cantrip while on this Stance.

You can change stances at the end of a long rest. Changing your Elemental Stance does not change the Spells you know from the Elementalist Spells list. Starting at 10th level, you can change stances at the end of a short or long rest.

Level 6 Features[edit]

At 6th level your control over the elements grows inside you. You get the following benefits From your Elemental Affinity:

  • Water Affinity: At 6th level, your Water Affinity coats you with a magical icy armour that protects you from high heat. You are resistant to Fire Damage while you have an affinity to Water.
  • Earth Affinity: At 6th level you becomes tougher as a layer of earth covers your skin. While you have an affinity to Earth, you are resistant to Bludgeoning damage and you have advantage on Athletics checks against being shoved or knocked prone.
  • Fire Affinity: At 6th level, your flames can penetrate the toughest of foes. When you reduce a creature to 0 hit points by dealing Fire damage on your turn, you can use a bonus action to make the flames leap to another target within 15 feet of the original creature. The new target needs to make a Dexterity saving throw or take 2d6 Fire damage. This damage goes up to 3d6 at 14th level.
  • Air Affinity: At 6th level, you can use the winds to protect yourself from some attacks. While you have an affinity to Air, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your sorcerer level. If you reduce the damage to 0, you can redirect the attack to one target within 60 feet of you. As part of the same reaction, you can use a sorcery point to make a ranged spell attack with the missile that you deflected.

Level 14 features[edit]

Starting at 14th level, you can manifest the elements more often as you are able to change between them faster than ever. As a bonus action, you can spend 2 Sorcery Points to change to a different Elemental Stance of your choice.

In addition, you get the following benefits from your Elemental Stances:

  • Water Stance: At 14th level, while you are on your Water Stance, you can use a bonus action to give yourself Temporary Hit points equal to your Charisma modifier (minimum of 1).
  • Earth Stance: At 14th level you can coat yourself in stone as you enter a defensive state. As an action, you gain the following benefits for 1 minute or until you go unconscious:
• Your speed is reduced by 20 feet and you are bound to the ground, not able to fly or levitate by any means. You also gain tremorsense in a radius of 60 feet.
• You gain resistance to Bludgeoning, Piercing and Slashing damage from non-magical attacks.
• Your speed can't be slowed by any other means and you are immune to the Prone condition and being pushed.

You can use this feature once per short or long rest unless you use 6 sorcery points to use it again.

  • Fire Stance: At 14th level, immediately after you cast a spell of 1st level or higher, you can spend a sorcery point as a bonus action to give yourself a flying speed of 10 feet. This movement does not provoke opportunity attacks. Any creature within 5 feet of you when you use this speed takes 3d6 Fire damage as you retreat in a fiery rush.
  • Air Stance: At 14th level, the winds encourage you to lift yourself from the ground. You gain a flying speed equal to your walking speed as long as you are in your Air Stance.

Level 18 Features[edit]

At 18th level you finally master the four elements and are able to use them to their full power. You gain the following benefits from your Elemental Stances:

  • Water Stance: At 18th level, when you are on your Water Stance you can summon a rain of aiding water to protect your allies and harm your enemies. As an action, choose a point you can see within 60 feet. A soothing rain pours down in a 40ft radius cylinder, any creature of your choice that starts its turn inside the cylinder gains Temporary Hit Points equal to (2d8+half your level in this class), those healed by this effect can end one condition afflicting them, the condition can be blinded, deafened, paralyzed, or poisoned. This rain lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). You can maintain this benefit active even if you later change to a different Elemental Stance. You can use this feature once per long rest.
  • Earth Stance: At 18th level, when you are on your Earth Stance you can use an action to gain resistance to Bludgeoning, Piercing and Slashing damage for 1 minute. This benefit persists even if you later change to a different Elemental Stance. You can use this feature once per long rest.
  • Fire Stance: At 18th level, when you are on your Fire Stance you call upon the raw power of the Fire Element and rip a Comet out of its orbit, and impose upon it your own orbit. A Comet appears at a point within 300 feet of you and remains stationary for up to 1 minute or until you drop concentration (as if you were concentrating on a spell) or go unconscious. The comet has an AC of 20, Hit points equal to 5x your level in this class, and is immune to Fire damage.
While the comet is stationary, you gain the following benefits:
  • If you cast a spell that deals damage, you can change its damage type to Fire
  • You can use an action to cause the comet to pulse. If you do so, until the start of your next turn, each creature that starts its turn or enters within 120 feet of the comet must make a Dexterity saving throw or take 10d8 fire damage. A creature that is immune to fire damage is instead resistant to the damage of this ability. This lasts until the start of your next turn.
The comet moves with you, and remains within range regardless of how far you travel.
If this ability reaches its final duration, or as an action, you may hurl the comet to a point you can see within 300 feet of you, ending the effect. The comet explodes in a 60 feet radius when it impacts a creature, an object, or a solid surface. Each creature within that range must make a Dexterity saving throw or take 12d10 fire damage, or half as much on a success. A creature that is immune to fire damage is instead resistant to the damage of this ability.
You can use this feature once per long rest unless you spend 10 sorcery points to use it again.
  • Air Stance: At 18th level, when you have an affinity to Air, you may cast the Lightning Bolt spell without expending a spell slot. If you cast the spell using this feature, any creature that fails its saving throw is also Blinded until the start of your next turn. You can use this feature once per short or long rest unless you spend 4 sorcery points to use it again.



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Elelfojoa's Homebrew (11 Articles)
Elelfojoav
AuthorElelfojoa +
ClassSorcerer +
Identifier5e Sorcerous Origin +
RatingUndiscussed +
SummaryA Sorcerer who can bend the four elements and eventually master them. +
TitleElementalist +