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CryWolfCorrupt
2013-06-28, 01:20 PM
Hey guys,

I just got into D&D about 6 months ago, have been participating in the playtest packet for D&D Next. I have been playing a druid, who is fun, but I mostly use the same 3 spells for damage, and then stack utility spells when preparing for the day. I thought, to add a bit more FLAVOR to my combat (and some interesting potential RP aspects) I would find a way to have my druid turn into something more. I've been reading random forums on Elementalist classes for about 2-3 weeks and have not found a specific class that allows for customization. All of them are specific elementals; magma, earth, air, etc. I wanted to create a base class that would give players the chance to cuztomize as they went. I would like to present this to my DM for a chance to turn my druid, but not until its better! So, without further ado, here is my Elementalist class for D&D NEXT 5e!

Elementalist
Controllers of the ethereal who can reach into the other planes of existence and bring elemental presences into the realm they occupy. Elementalists were usually a druid or a wizard once, whose desires to further their magic have tempered their tongues to compel the elements to obey their commands across the planes.

Creating an Elementalist
Elementalists can be a secondary class to either a druid or a wizard. When you choose to become an Elementalist, you gain these benefits.

Ability Adjustment: +2 to your Charisma score or Wisdom score. You use Wisdom to cast spells and Charisma to augment the potency of the Elementals you summon and the power to ascend to Elemental and Primordial Form.

{table=head]Level|Base Attack Bonus|Spellcasting Bonus|Elemental Shape|Class Features

1st|
+0|
+1|
0/day|Spellcasting, Elemental Companion, Planar Speech, Planar Lore

2nd|
+0|
+1|
0/day|Elemental Initiate, Elemental Resistance + 5

3rd|
+0|
+1|
0/day|Natural Armor + 1

4th|
+0|
+2|
0/day|Elemental Companion - Medium

5th|
+0/1|
+2|
1/day|Elemental Ascension Form I

6th|
+0/1|
+2|
1/day|--

7th|
+1/1|
+2|
2/day|Natural Armor + 2, Elemental Feat I

8th|
+1/1|
+3|
2/day| Elemental Resistance + 10

9th|
+1/2|
+3|
2/day|--

10th|
+1/2|
+3|
3/day|Elemental Companion - Large

11th|
+1/3|
+3|
3/day|Elemental Ascension Form II, Elemental Feat II

12th|
+2/3|
+3|
4/day|Primordial Resistance

13th|
+2/4|
+4|
4/day|--

14th|
+2/4|
+4|
4/day|Natural Armor + 3, Elemental Feat III

15th|
+2/6|
+4|
4/day|Elemental Ascension Form III

16th|
+2/6|
+4|
5/day|Elemental Companion - Huge

17th|
+2/6|
+4|
5/day|--

18th|
+2/7|
+5|
5/day|Elemental Immunity

19th|
+2/7|
+5|
5/day|--

20th|
+2/8|
+5|
5/day|Primordial Ascension Form IV, Elemental Feat IV

[/table]

Elementalist Spell Slots Per Level
{table=head]Level|__1__|__2__|__3__|__4__|__5__|__6__|__7__|__ 8__|__9__

1st|
2|
-|
-|
-|
-|
-|
-|
-|
-

2nd|
3|
-|
-|
-|
-|
-|
-|
-|
-

3rd|
3|
2|
-|
-|
-|
-|
-|
-|
-

4th|
4|
2|
-|
-|
-|
-|
-|
-|
-

5th|
4|
3|
2|
-|
-|
-|
-|
-|
-

6th|
4|
3|
2|
-|
-|
-|
-|
-|
-

7th|
4|
3|
3|
1|
-|
-|
-|
-|
-

8th|
4|
3|
3|
1|
-|
-|
-|
-|
-

9th|
4|
4|
3|
2|
1|
-|
-|
-|
-

10th|
4|
4|
3|
2|
1|
-|
-|
-|
-

11th|
4|
4|
4|
2|
1|
1|
-|
-|
-

12th|
4|
4|
4|
2|
1|
1|
-|
-|
-

13th|
4|
4|
4|
3|
1|
1|
1|
-|
-

14th|
4|
4|
4|
3|
1|
1|
1|
-|
-

15th|
4|
4|
4|
3|
1|
1|
1|
1|
-

16th|
4|
4|
4|
3|
1|
1|
1|
1|
-

17th|
5|
4|
4|
3|
2|
2|
1|
1|
1

18th|
5|
4|
4|
3|
2|
2|
1|
1|
1

19th|
5|
5|
4|
3|
2|
2|
1|
1|
1

20th|
5|
5|
4|
3|
2|
2|
1|
1|
1

[/table]

Class Features
An Elementalist gains the following class features.
Hit Dice: 1d8 per Elementalist Level

Level 1: Spellcasting
As an Elementalist, you perform primordial spells through the tearing of rifts between the realities to the Elemental plane. You use these spells to protect the wilderness and preserve the balance between the Elemental plane and the material plane.
Benefit: You can cast a number of Elementalist spells each day. Wisdom is your magic ability. Charisma is your summoning/transforming ability.
Spell Preperation: You must prepare your spells before casting them. After a long rest, you regain all of your spell slots, and you can prepare a number of Elementalist spells equal to 1 + your Elementalist level. Preparing spells requires time in meditation.
Casting a Spell: When you cast a spell, choose one of your prepared spells and use a spell slot of that spell’s level or higher. After you cast the spell, you lose that spell slot until you prepare spells again, but you still have the spell prepared.
Rituals: You can cast any Elementalist spell you have prepared as a ritual, provided that spell has a ritual version.
Saving Throw DCs: When an Elementalist spell that you cast calls for a saving throw, the save DC is equal to 10 + your Wisdom modifier + the spellcasting bonus for your level, as noted in the Elementalist table.
Elemental Spellcasting: You can cast spells in Elemental and Primordial form, but only from that Elemental’s school of magic. Other spellcasters cannot understand you and you cannot communicate with anyone while in Elemental Form unless they speak the language of that Elemental.

Level 1:Elemental Companion
Starting at first level, an Elementalist can summon a small Elemental Companion based on their school of magic that fights for them for 48 hours or until banished, destroyed, or released.
Benefit: An Elementalist can summon a small (level 1), medium (level 4), large (level 10), or huge (level 16) Elemental from their school of elemental magic to aid them. Refer to the Elemental Companion table to understand individual Elemental abilities.
In order to summon your Elemental Companion, you must spend 2 hours uninterrupted in meditation and commune with the Elemental plane. This expends both of your planar dice for the remainder of the day: they cannot be recovered without a long rest.
At level 1, your small Elemental can be any of the elements with no benefits and no consequences. Upon reaching level 2 and gaining Elemental Initiate, you cannot summon the Elemental in the opposite school of magic that you are focusing.

Level 1: Planar Lore
Your incessant studying of the Elemental plane and others like it have given you knowledge into their fields of magic.
Benefit: You have advantage on all rolls to recall lore pertaining to other planes.

Level 1: Planar Speech
You understand the forbidden languages of Auran, Terran, Ignan, and Aguan and can communicate easily with Elementals who speak these languages.
Benefit: You have two d6s that you can roll called planar dice. Each time you cast an elemental spell that grants you or your allies a buff and deals no damage, you can roll one of the dice to gain the buff of the spell without the use of a spell slot. The roll of the die affects the potency of the buff, causing it to last 1d6 turns.
When you are in Elemental or Primordial Form, you can roll one of the dice to activate an Elemental Feat. You gain an additional planar die at 5th, 9th, 13th, and 17th levels.
Once you use a planar die, it is expended. You can regain planar dice in one of two ways: after completing a short or long rest, or you can use an action to regain a single die, provided you have expended all of your planar dice.
Planar dice represent your ability to effectively charm the inhabitants of the Elemental planes to lend you their powers. When in Elemental or Primordial Form, it represents your ability to command the inhabitants of the Elemental planes to obey your call. When you spend these dice, you are taxing your authority, as they will only obey your commands for so long.

Level 2: Elemental Initiate
Your studies have granted you a focus. You have the opportunity to choose one element to understand in its entirety. Your studies into the art of that element force your body to undergo a permanent transformation.
Benefit: Once a day, you can add one additional benefit to spells cast from your school of elemental magic for one spell. You must choose one element to focus on.
Damage:You can add one additional damage die to spells cast from your school.
Advantage: You gain advantage on spells cast from your school. If the spell requires a saving throw, enemies have disadvantage on saving throws against spells cast by you from your school of elemental magic.
Specialty: You can cast a spell from your school using a spell slot one level lower than the level of the spell you are casting.
After you have chosen a school of elemental magic, the opposing school becomes foreign to you. You can cast spells from that school, either with disadvantage or to deal half damage.
In addition, your body transforms permanently based on the element in which your studies focus.
Air: Your body becomes like wisps of air, allowing you to move silently and levitate up to five feet high. This height increases to ten feet at 11th, fifteen feet at 15th, and twenty feet at 20th levels. At level 11, you also gain the ability to maneuver through impossibly small cracks, as long as there is room for wind to move through it.
Earth: Your skin becomes coarse like stone, granting you a + 1 to your armor class. This bonus increases to + 2 at 11th, + 3 at 15th, and + 5 at 20th levels.
Fire: Your skin becomes incredibly hot to the touch. You deal an additional 1d4 Fire damage when you hit with natural weapons, unarmed strikes, or in a grapple. The damage increases to 1d8 at 11th, 2d6 at 15th, and 2d10 at 20th levels.
Water: Your body becomes malleable, giving your limbs extensive properties. You gain an additional two ft to reach and two feet to jump. These extensions increase to five ft at 11th, eight ft at 15th, and ten ft at 20th levels. At level 11, you also gain the ability to maneuver through impossibly small cracks, as long as there is room for water to move through it. Unlike air, your limbs can reach through cracks and solidify, allowing you to perform tasks such as unlocking doors by reaching your arm under the door or grabbing items through splintered wood.

Level 2: Elemental Resistance
Your studies of the Elemental plane have taught you ways to defend yourself against your chosen school of Elemental magic.
Benefit: You take 5 fewer points of damage from spells from your chosen school of Elemental magic. This number increases to 10 fewer points of damage at level 8.

Level 3: Natural Armor
Your fusion with the Elemental planes and knowledge of nature and the elements has granted you an increased level of toughness.
Benefit: You gain a bonus to your armor class equal to your Charisma modifier. This bonus gains an additional point at levels 7 and 14.

Level 5: Elemental Ascension
An Elementalist’s studies into the Elemental plane have inspired them to delve deeper. They have learned to invoke the names of the Elementals themselves, and have gained the power to transform themselves into one of their forms, based on their school of Elemental magic. You can only become the form of the Elemental from your school.
Benefit: Once per day, you can use your action to magically transform yourself into an Elemental from your school of magic. Alternatively, you can transform as part of another action, provided that action does not involve casting a spell or activating a magic item. As you gain levels, you gain additional uses of this feature per day, as noted in the Elementalist table.
At 5th-level, you have access to the names of small Elementals. The size of the Elementals you learn the names of increases with level, as noted in the Elementalist table. When you transform, you choose from the creature options available to you and assume that creature’s shape for a number of hours equal to your Charisma modifier + your Elementalist level [minimum 2 hours], after which you revert to your normal form.
You can use your action to revert to normal early. You automatically revert to normal if you drop to 0 hit points or fewer, or if you die.

When you transform to the Elemental’s shape, the following rules apply.
Statistics: Your in-game statistics are replaced by the statistics of the Elemental. You retain your Intelligence, Wisdom, and Charisma scores.
Hit Points: Transforming into or out of the Elemental’s shape has no effect on your hit points, even if the Elemental has a different Constitution score than you.
Speech: When in the Elemental’s shape, you can only speak in the language of your Elemental. You can only cast spells from the same school of magic as your Elemental Form. Transforming does not break your concentration on spells cast beforehand.
Gear: Your gear is subsumed by the Elemental’s shape, so you cannot access it. You cannot activate a magic item on your person, but a magic item that confers a passive effect continues to do so.
Depending on the Elemental school you choose, you will have access to the names of three levels of Elemental. Each name will be learned at their respective levels of 5th, 11th, and 16th. For ability scores, treat the levels as small, medium, and large. The following Elemental names will be available.
Air: Wisp, Gust, Gale
Earth: Mineral, Crag, Metal
Fire: Ember, Pyre, Conflagrate
Water: Stream, Wave, Riptide
You cannot have an Elemental Companion summoned while in Elemental or Primordial Form.

Level 7: Elemental Feat I
Your experimentation while in the form of your chosen Elemental has granted you the power to command terrible powers from the Elemental plane. You can choose one feat from your school of magic to become permanently available to you while in Elemental or Primordial Form.
Benefit: You permanently gain one feat of your choice, from your school of magic.
Wind Tunnel (Air): When a spell cast from your school of magic successfully hits a target, spend a planar die, roll it, and add the number as a bonus to the damage. The target is deafened for one minute. The damage increases by + 1 with each increase in level of Elemental Feat.
Sandstorm (Air): When you would take damage from an enemy attack, you can use your reaction to stir dust into the air. Spend a planar die, roll it, and add the number to your AC against that attack.
Shrapnel (Earth): When you make a melee attack as an Earth Elemental, you can spend a planar die, roll it, and add the number as a bonus to the attack’s damage. Enemies afflicted with Shrapnel have their move-speed halved. The damage increases by + 1 with each increase in level of Elemental Feat.
Stonewall (Earth): When you or a target within five feet of you would take damage from a ranged attack, spend a planar die, roll it, and add the number to the AC of everyone within five feet of you against that attack.
Emberstorm (Fire): Whenever you make a melee attack against an enemy as a Fire Elemental, in addition to the Elemental Initiate damage, you can spend a planar die, roll it, and make a separate melee attack against x targets within five feet of you, where x is the number rolled minus 2.
Vent (Fire): You may use your action to spend a planar die, roll it, and surround yourself in smog that deals damage equal to the number rolled to all enemies within the cloud. Enemies within five feet of you must make a Constitution saving throw or be nauseated. Enemies that succeed the saving throw are unaffected. You have limited cover while within your smog cloud. The cloud is a concentration effect and lasts for one hour or until your concentration is broken. You can also dismiss the cloud early using an action.
Scald (Water): You can splash scalding water on targets in a five foot cone in front of you. Whenever you make an attack as a Water Elemental, you can spend one planar die, roll it, and either add the number to your existing attack roll, or deal the number as a bonus to the attack’s damage.
Saturate (Water): Your body can become like water, absorbing blows with ease. When you would take damage from any source, you can spend a planar die, roll it, and add the number rolled to your AC against that attack.

Level 11: Elemental Feat II
Your studies have increased your control over the Elemental Form you command.
Benefit: You permanently gain one feat of your choice, from your school of magic.
Storm (Air): You can use your form as an Air Elemental to improve spells. At the beginning of your turn, you may spend a planar die, roll it, and cast Call Lightning x times, where x is the number rolled. These spells are channeled through your Elemental Form and deal 3d10 damage each instead of 3d6.
Zephyr (Air): You become the wind. You may use your move action to spend a planar die, roll it, and the number rolled represents the number of targets within 25 feet that you can instantaneously travel to. You can jump from target to target to travel large distances fast. You do not provoke opportunity attacks, and can pass through occupied spaces.
Pillar (Earth): Whenever you cast a spell from your school of Elemental magic as an Earth Elemental, you can spend a planar die, roll it, and add the number rolled as a bonus to the spell’s damage. This feat forces a pillar to rupture from the earth, isolating the target. They can jump off the pillar, but must make a Dexterity saving throw or take 2d6 bludgeoning damage.
Unbreakable (Earth): When you would take damage from any source as an Earth Elemental, you may spend a planar die, roll it, and become a statue for x turns, where x is the number rolled minus 2. As a statue, you cannot move or use actions, but you take no damage. You can end Unbreakable early, but that is the only action you can take and you cannot move on the same turn that you end it. You are susceptible to bludgeoning damage for three turns after reverting to normal.
Hellfire (Fire): When you make a melee attack against an enemy within five feet of you as a Fire Elemental, you can spend a planar die, roll it, and grapple x enemies within 10 feet of you, where x is the number rolled. Enemies grappled automatically catch fire, taking 3d6 fire damage and an additional 2d4 fire damage at the beginning of their turn. They must succeed a Strength saving throw to break free, and if one breaks the grapple, the others are freed as well.
Purgatory (Fire): When you cast a spell as a Fire Elemental, you can spend a planar die, roll it, and speak dread into the hearts of x maximum targets who saw you cast the spell, x being the number rolled. The enemy must succeed a Charisma saving throw or be frightened of you while in Fire Elemental form.
Cataract (Water): When you cast a spell as a Water Elemental, you can spend a planar die, roll it, and add the number rolled as a bonus to the spell’s damage. This feat forces a waterfall to descend on the target before the spell, and the target must make a Strength saving throw or be knocked prone.
Overflow (Water): When an enemy makes a melee attack against you, you can use your reaction to spend a planar die, roll it, and release a tidal wave that deals 3d6 bludgeoning damage to targets in a x foot cone, where x is the number rolled, multiplied by 5. Overflow pushes all enemies 10 feet in the direction of the wave.

Level 12: Primordial Resistance
Your studies of the Elemental plane have given you the knowledge to know how to defend yourself against Elemental spells against spells opposing your school.
Benefit: You are no longer susceptible to damage from spells cast from the Elemental school of magic opposing yours.

Level 14: Elemental Feat III
Your time as an Elemental has increased your knowledge of the powers of the Elemental planes.
Benefit: You permanently gain one feat of your choice, from your school of magic.
Cloudburst (Air): When you cast a spell from your school of magic, you can spend a planar die, roll it, and add the number rolled as a bonus to the spell’s damage. This causes a storm cloud to form around the target for one minute. Each turn (yours and the target’s), you can command the storm cloud to deal 1d8 lightning damage to the target and each enemy within five feet of it, and each successful hit consumes one planar die.
Tornado (Air): As an Air Elemental, you can control the currents of the wind around you. You can lift objects up to a Large size (not players, creatures, or monsters) with the wind and throw them up to twenty feet in any direction. A target must make a Dexterity saving throw or take 6d6 bludgeoning damage and be knocked back 10 feet.
Boulder (Earth): Earth Elementals can throw huge rocks from their bodies. You can spend two of your planar die, roll them, and deal the numbers rolled as damage to up to three enemies within 20 feet of you.
Slag (Earth): When an enemy makes an attack against you as an Earth Elemental, you can spend a planar die, roll it, and add the number rolled to your AC. Until the start of your next turn, you are a pile of rubble on the ground and cannot be targeted after the attack. You can use your action or your move action to reassemble.
Firey Grasp (Fire): As a Fire Elemental, you can produce an abyssal whip made of fire by spending a planar die and rolling it. The number rolled is the number of attacks you can make with the whip. This whip deals 2d8 slashing damage and 4d6 fire damage. The enemy is pulled to you if they fail a Strength contest against your Charisma.
Combustion (Fire): When an enemy makes a melee attack against you as a Fire Elemental, you can spend a planar die and roll it. The weapon that hits you is super-heated for turns equal to the number rolled. If it is an unarmed attack, the enemy cannot use that body part for any purpose or take 2d6 fire damage.
Hail (Water): When you cast a spell from your school of magic, you can spend a planar die and roll it. Your spell summons hail on the target, who takes hits from hail equal to the number rolled. Each piece of hail deals 1d6 bludgeoning damage and 2d4 cold damage.
Sliprain (Water): Once on your turn, you can use your action to spend a planar die, roll it, double the number rolled, and heal all allies within 20 feet of you for that number. It deals half that number in damage to enemies within 20 feet of you.

Level 18: Elemental Immunity
Your time spent in an Elemental form has given you the fortitude to resist all damage from your chosen school of magic, even while in your normal form.
Benefit: You take no damage from spells from your chosen school of Elemental magic.

Level 20: Primordial Ascension
Your time spent in the form of an Elemental has been mind-opening. Your grasp of the Elemental plane and its powers has expanded exponentially since your first transformation. You have the knowledge and understanding of the primordial nature of the Elements, both in the Elemental planes and the material plane. You gain access to the true name of the Element of your school of Elemental magic, giving you the power to ascend beyond the Elemental Form, into a true Primordial Form. Treat Primordial Form as a Huge Elemental for the sake of ability scores. The true names of the Elements are as follows.
Air: Hurricane
Earth: Quake
Fire: Volcano
Water: Tsunami
Benefit: Instead of taking the shape of an Elemental, you assume the Primordial shape of that Element. Each Primordial can choose to replace any two of their existing Elemental Feats with Primordial Rage. Once you replace your Feats, you can no longer use them and your Primordial Rage becomes permanently available to you while in Primordial Form.

The Primordial Rages are as follows.
Hurricane: You are surrounded by storm clouds, lightning arcs to and from your body at random. Non-magical fires cannot be sustained and nothing is capable of safely flying within 20 feet of you. Enemies who leave the storm provoke opportunity attacks. The winds of the storm are screaming around you, silencing and deafening enemies trapped within them. You also gain a + 8 to your Dexterity and Charisma scores.
Quake: Your steps shake the earth and cause the earth to jut up in areas of five feet in front of you with each one. An enemy hit by the jagged earth is knocked backwards and prone. Using your move action renders all enemies off-balance, giving you advantage on attack rolls against them. They also have disadvantage on all saving throws until their turn. You also gain + 8 to your Constitution and Charisma scores.
Volcano: You are surrounded by 20 feet of noxious fumes. Superheated ash, poisonous vapor, and smoke billow from you, granting 75% cover. Enemies who stand within the cloud take 2d8 poison damage, 4d4 fire damage, and are nauseated. The effects last as long as the enemies are in the fumes and for 1d10 turns after leaving it. You also gain a + 8 to your Strength and Charisma scores.
Tsunami: You are surrounded by 20 feet of thick mist that grants complete concealment. It rains within the mist, and all move-speed is halved for everything within the mist. The Water Primordial does not need to use your move-speed to move to any location within the mist, but if you move without using your move-speed, the mist does not move. When you move using move-speed, the mist moves with you, keeping you in the center. Targets engulfed by the Water Primordial inside Tsunami cannot escape unless pulled out by an ally. You also gain a + 8 to your Intelligence and Charisma scores.

Level 20: Elemental Feat IV
Your ascension to a true Primordial Form has granted you terrible, unspeakable power from the Elemental planes.
Benefit: You permanently gain one feat of your choice, from your school of magic.
Squall (Air): Your attacks as an Air Primordial are now considered ranged. Whenever you make an attack against an enemy, you may spend all your planar dice, roll them, and choose the highest two. Multiply the two numbers together, and add the new number as a bonus to the attack’s damage.
Cyclone (Air): An improved version of Tornado. Your control over the current in the air around you strengthens, giving you the capability to pick up allies or enemies at will. You may use your action to spend a planar die, roll it, and move x objects (including allies and enemies) up to 20 ft where x is the number rolled. Enemies are considered “thrown” and must make a Dexterity saving throw or be knocked prone and take 3d8 bludgeoning damage. Same rules apply to objects thrown as in the Tornado feat.
Shatter (Earth): When you make a melee attack as an Earth Primordial, you can spend all of your planar dice, roll them, and add the numbers rolled as a bonus to the attack’s damage. Enemies successfully hit by Shatter must make a Constitution saving throw or be instantly killed.
Prison (Earth): When an enemy makes a melee attack against you as an Earth Primordial, you may spend a planar die, roll it, and imprison x enemies within 25 feet of you in stone, where x is the number rolled. These enemies cannot move or take actions, but can be attacked. The prisons last until your next turn.
Flamethrower (Fire): Your attacks as a Fire Primordial are now considered ranged. Whenever you make an attack against an enemy, you may spend all your planar dice, roll them, and either 1) deal unavoidable fire damage equal to the numbers rolled to x targets within 50 feet of you where x is the number of dice rolled or 2) double the sum of the numbers rolled and add it as a bonus to the attack’s damage. You must use Flamethrower before you roll your d20-to-hit on your initial target, and the planar dice are still expended if you miss.
Inferno (Fire):When an enemy makes a melee attack against you as a Fire Primordial, you can spend a planar die, roll it, and deal 12d10 fire damage to x targets within 100 feet of you at random where x is the number rolled + 1. (To determine which targets are hit, allies included, all potential targets roll a d20 without modifiers. The lowest x rolls are hit by Inferno. Inferno’s damage cannot be dodged, resisted, or blocked. Any character or creature that rolls a nat20 is not targeted). You are reduced to 1 hit point when you use Inferno.
Deluge (Water): When you make a melee attack as a Water Primordial, you can spend all your planar dice, roll them, and add them as a bonus to the attack’s damage. This attack hits all enemies in a 70 foot cone in front of you, and drenches them. Enemies who are drenched have disadvantage on attack rolls and saving throws and have their move-speed halved.
Glacial Blizzard (Water): You are the impassable ice. You may use your action to spend a planar die, roll it, and deal xd6 bludgeoning damage to all enemies within 20 feet of you, where x is the number rolled. The area around you is considered difficult terrain. Whenever an enemy enters your storm, you may spend a planar die, roll it, and trap that enemy for x of its next turns, where x is the number rolled. Creatures who begin their turn in the storm take an additional 3d6 damage each turn. They cannot break free of the glacier until x turns have passed. They can make attacks with disadvantage. Glacial Blizzard is considered a concentration effect and lasts for one hour or until your concentration is broken.


Elementalist Spells
(Includes only pre-approved WotC spells from the released D&D Next playtest packet. Atmokinesis is the Elementalist version of Thaumaturgy and Prestidigitation.)

Cantrips:
Atmokinesis
Chill Touch
Guidance
Light
Read Magic (Elemental)
Shocking Grasp


Level 1 Spells
Burning Hands
Charm Person
Cause Fear
Command
Create or Destroy Water
Detect Magic
Faerie Fire
Fog Cloud
Gust of Wind Thunderwave


Level 2 Spells
Augury
Darkvision
Darkness
Elemental Weapon
Flame Blade
Flaming Sphere
Heat Metal
Levitate
Silence
Scorching Ray
Soundburst

Level 3 Spells
Call Lightning
Dispel Magic
Elemental Mantle
Fireball
Fly
Lightning Bolt
Meld into Stone
Sleet Storm
Water Breathing
Water Walk

Level 4 Spells
Air Walk
Dimension Door
Ice Storm
Stoneskin
Wall of Fire

Level 5 Spells
Cloudkill
Commune
Cone of Cold
Contact Other Plane
Flame Strike
Hold Monster
Insect Plague
Passwall
Scrying
Wall of Stone

Level 6 Spells
Banishment
Chain Lightning
Disintegrate
Flesh to Stone
Greater Dispel Magic
Move Earth
Sunbeam
Wall of Thorns
Wind Walk

Level 7 Spells
Creeping Doom
Destruction
Etherealness
Fire Storm
Plane Shift
Wall of Wind

Level 8 Spells
Anti-Magic Field
Earthquake
Maze
Sunburst
Trap the Soul

Level 9 Spells
Astral Projection
Foresight
Meteor Swarm
Storm of Vengeance
Wish