User:Leziad/Elementalist

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<-class name->[edit]

<-general description->.

Making a <-class name->[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Martial Elementalist

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Elemental Kata
Practiced
Elemental Power
Level
Energy
Reserve
Fort Ref Will
1st +0 +2 +2 +0 Elemental Focus, Elementalist Blast, Shape Element 1 1st 2
2nd +1 +3 +3 +0 Elemental Shield 2 1st 3
3rd +2 +3 +3 +1 Gather Energy 2 1st 3
4th +3 +4 +4 +1 Evolved Blast 2 2nd 4
5th +3 +4 +4 +1 Elementalist Talent 2 2nd 4
6th +4 +5 +5 +2 Full-Power Blast 3 2nd 5
7th +5 +5 +5 +2 Combined Blast 3 3rd 5
8th +6/+1 +6 +6 +2 Elementalist Talent 3 3rd 6
9th +6/+1 +6 +6 +3 Elemental Speed 3 3rd 6
10th +7/+2 +7 +7 +3 Unleashed State 4 4th 7
11th +8/+3 +7 +7 +3 Elementalist Talent 4 4th 7
12th +9/+4 +8 +8 +4 4 4th 8
13th +9/+4 +8 +8 +4 4 5th 8
14th +10/+5 +9 +9 +4 Elementalist Talent 5 5th 9
15th +11/+6/+1 +9 +9 +5 5 5th 9
16th +12/+7/+2 +10 +10 +5 5 6th 10
17th +12/+7/+2 +10 +10 +5 Elementalist Talent 5 6th 10
18th +13/+8/+3 +11 +11 +6 6 6th 11
19th +14/+9/+4 +11 +11 +6 6 7th 11
20th +15/+10/+5 +12 +12 +6 Elementalist Talent 6 7th 12

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Elementalist.

Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies.->

Elemental Kata (Sp): An elementalist is capable of using surge of elemental energy, either to empower her elementalist blast or use a number of powerful utility or offensive abilities. An elemental kata is a spell-like ability, however unlike most spell-like ability it has somatic components and suffer from arcane spell failure. The elementalist start the game with ability to learn a single elemental kata, but eventually can learn more as level. An elementalist can only learn invocations associated with her chosen element and must meet it minimum elemental power level prerequisites. When a kata is conjured it may incur an energy cost (see energy below).

There are some kata marked as [Blast] which alter the elementalist blast, they are used as part of using the elementalist blast and some restriction may apply (such as being exclusive to elemental or energy blast). An elementalist blast can only use a single blast invocation at any time.

There are other kata which are marked as [Meditation], these kata last until she next rest or until dismissed as a free action. These kata cause source drain, which cannot be restored in any way until the kata is dismissed.

At the start of each day, after resting for 8 hours, the elementalist may train and meditate to practice a kata she meet the prerequisite for. The process take 10 minutes per kata she wish to practice, up to her kata practiced limit. When she does so she may select any number or previously practiced kata and discard them. An elementalist may only conjure elemental kata she has practiced.

The list of elemental kata available can be found here: Air/Earth/Fire/Water/Universal

Elemental Power Level: As an elementalist grow in level, so does her ability. Her elemental power level determine the power of her elementalist blast, the abilities of her shape element ability and which kata she may practice.

Energy Reserve: An elementalist possess an innate reserve of energy, which she use through her various class features and elemental kata. She possess a reserve of energy equal to 2 + half her class level which is restored after 8 hours of rest. Additionally an elementalist possess a 'energy buffer' equal to her Constitution bonus, which is restored after only a minute of rest for each point. She may use her energy buffer to use any of her ability or class features, except for [Meditation] elemental kata.

If her energy reserve is depleted, the elementalist take non-lethal damages equal to half her maximum hit point and become Exhausted until she next rest.

Elemental Focus: At 1st level an elementalist choose a single element from the following list: Air, Earth, Fire and Water. She may only select invocations associated with that element, gain her chosen element's elemental blast and energy blast as well as the ability to shape the chosen element (see shape element). Once chosen, the elementalist may not change which element she has chosen.

In addition she choose one of the following ability score to base her abilities on, the chosen ability score determine her Elemental Kata's DCs as well as effect many class features: Constitution, Wisdom or Charisma. The chosen ability score also grant a benefit at 1st level upon choosing it.

Constitution:
Wisdom:
Charisma:

Elementalist Blast (Sp): An elementalist is capable of firing bolts of energy or elemental matter as an attack action once per round. The type of elementalist blast she possess depend on her chosen element, but she possess a single elemental blast and a single energy blast. Both blast deal a number of damage dice equal to her elemental power level (the damage dice is based on the blast used) + her elemental focus ability score bonus.

An elemental blast is made of elemental matter and thus is physical in nature. They ignore spell resistance, deal physical damage and are treated as ranged attack with a range increment of 30 feet.

An energy blast is made of a primal element and deal energy damage. They do not ignore spell resistance and have a flat range of 60 feet and require ranged touch attack to hit.

The elemental blast of each elements can be found on this page: HERE

Shape Elements (Su): At 1st level, an elementalist learn to shape their element, she gain the ability to inherently and intrinsically shape her chosen elements. This ability can be used at-will and has somatic component, the caster or manifester level level of any replicated effect is equal to your caster level.

Air: You can use air currents to grasp at items and even do basic manipulations, replicating the effect of greater mage handSpC. When you reach an elemental power level of 4th you can replicate the effect of control winds.

Earth: You can move up to 5 pounds per level of ground, rocks, mud and other earth within 30 feet of you as a move action. You may move it 20 feet in any direction (including up), but if left unattended for 1 round the earth fall as normal. Alternatively you may make to 5 feet per elemental power level of earth-like ground within 30 feet into difficult terrain as a standard action, this is an instantaneous effect.

Fire: You can control the intensity of a flame as per control flames.

Water: You may alter the salinity, temperature and current of 5 feet of water per class level as standard action within 30 feet. You may not make the water so hot or so cold it would deal damage. When you reach an elemental power level of 4th you can replicate the effect of control water.

'Elemental Shield (Su): A 2nd level elementalist can protect herself with a shield made of the elements, gaining either her Wisdom or Charisma bonus as a shield bonus to her AC. Unlike most shield bonus this bonus apply to touch AC, but not flat-footed AC. Since armor interfere with the proper movement to project her shield, she only gain this bonus while wearing light or no armor and it is limited by her armor's max dexterity bonus (if any).

Gather Energy (Su): As a move action, a 3rd level elementalist may gather elemental energy from her environment. Doing so grant her 1 point of energy, which must be used within the round or else it disperse harmlessly. Alternatively she may gather energy as a standard action, which immediately end her turn but grant her 2 points of energy with the same restriction at the start of her next turn.

Evolved Blast (Sp): As a standard action, an elementalist of 4th level or higher is able to conjure a refined version of one of her elementalist blast by spending an energy point from her energy reserve. An evolved blast deal 50% more damage dice than that of a basic blast (rounded down), still adding the elementalist's elemental focus ability score bonus once. An evolved blast possess more advanced effect and improved [Blast] invocation effect.

Elementalist Talent: At 5th level and each 4 levels thereafter, an elementalist gain a unique talent from the following. Once chosen, her elementalist talent cannot be changed nor can you take the same talent twice unless specified otherwise. If an elementalist talent has a prerequisites, it must be meet in order to select it.

Flurry of Elements (Ex): You gain Flurry of Blow as a Monk of your level, you count your elementalist blast as a special monk weapon. Additionally you may use an evolved blast or combined basic blast as a full-attack action, but you only make a number of extra attacks equal to the number of attack granted by flurry of blows alongside normal flurry of blows penalty.

Mastered Kata (Ex): You immediately learn a single kata you qualify for, this kata no longer count against your limit of practiced kata.

Multi-Elementalist: Choose an element you do not have access to, you may gain that element's elementalist blasts, shape element and gain access that element's elemental kata. It is considered a secondary element, and thus you count as being one elemental power level below your normal limit, nor can you use full-power blast with your secondary element.

Unarmed Combatant (Ex): You gain a Monk's Unarmored damage progression, using your class level as effective monk level to determine the damage you deal.

Full-Power Blast (Sp): A 6th level elementalist is capable of unleashing the full potential of her elementalist blast. As a full-round action she may fire a full-power blast by spending 3 points of energy from her energy reserve, dealing a number of damage dice equal to her class level + her elemental focus ability score bonus. A full-power blast has even more advanced effect than an evolved blast. After using a full-power blast, the elementalist is fatigued for 1 round. An elementalist cannot use a full-power blast while fatigued or exhausted.

Combined Blast (Sp): At 7th level, an elementalist is capable of combing two elemental blast together either as a standard action or full-round action. The combined blast has the effect of both blast, deal combined damage type and use the highest damage dice variable. If at least one of it component is an energy blast it is a ranged touch attack, if at least one of it component is a elemental blast it count as a ranged attack with a range increment of 30 feet and ignore spell resistance.

If she does so as a standard action, she spend 1 energy points from her energy reserve. The combined blast behave as a basic blast of both type following the rules outlined above.

If she does so as a full-round action she spend 3 energy points from her energy reserve. The combined blast behave as an evolved blast of both type following the rules outlined above.

Elemental Speed (Su): At 9th level the elementalist can use her chosen element to move around the world. She gain a new movement ability based on her elemental focus:

Air: You gain a fly speed equal to your base land speed with good maneuverability. If you possess

Earth: You may move through difficult terrain with no penalties and without slowing down. If an effect would limit your movement (such as solid fog) and you walk on the ground, you may move at half your speed if faster.

Fire: You increase your land speed by 10 feet. As as a swift action you may grant yourself a fly speed equal to twice your land speed with clumsy maneuverability for 1 round.

Water: You gain a swim speed equal to twice your base land speed.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->



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