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DanyBallon
2015-03-27, 07:42 PM
Elementalist
Elementalists are spellcasters with access to the powers of the elements. It works out pretty well for them.

Elemental Survival
Beginning when you select this tradition at 2nd level, you can survives in elemental planes as easily as on the prime. Whenever on any elemental, paraelemental, or energy plane, you are able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Specifically, she gains additional move speeds equal to her base land speed: fly on the Plane of Air, burrow on the Plane of Earth, and swim on the Plane of Water. The Positive Energy Plane never gives her temporary hit points, and elemental and energy traits that would do her damage instead don't.

Elemental Affinity
At 6th level, you choose an element (fire, air, water or earth), when casting a spell that deals damage type corresponding to you element, add +1 to your spell DC and spell attack bonus, also you gain resistance to the corresponding damage type and vulnerability to your opposing element damage type (Fire<->Water; Air<->Earth)

Air lightning or thunder (select only one when you choose this element)
Water acid
Fire fire
Earth poison

Timelessness
Starting at 10th level, your are infused with the uncompromising nature of the raw elements themselves. She stops aging and never dies of old age.

Elemental Traits
At 14th level, you become more attune to your element and gain the following traits:
Air You get Air Form as per the Air Elemental ability in the MM p.124, and a fly speed equal to you land speed.
Water You get Water Form as per the Water Elemental ability in the MM p.125, and a swim speed equal to you land speed.
Fire You get Fire Form as per the Fire Elemental ability in the MM p.125, and fire immunity.
Earth You get Earth Glide as per the Earth Elemental ability in the MM p.124, and a burrow speed equal to you land speed.

Elemental Survival
Beginning when you select this tradition at 2nd level, you can survives in elemental planes as easily as on the prime. Whenever on any elemental, paraelemental, or energy plane, you are able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Specifically, she gains additional move speeds equal to her base land speed: fly on the Plane of Air, burrow on the Plane of Earth, and swim on the Plane of Water. The Positive Energy Plane never gives her temporary hit points, and elemental and energy traits that would do her damage instead don't.

Resistance to Energy
At 6th level, you choose an element (fire, air, water or earth) and you gain resistance to:
Air lightning or thunder
Water acid
Fire fire
Earth poison

Timelessness
Starting at 10th level, your are infused with the uncompromising nature of the raw elements themselves. She stops aging and never dies of old age.

Elemental Traits
At 14th level, you become more attune to your element and gain the following traits:
Air You get Air Form as per the Air Elemental ability in the MM p.124, and a fly speed equal to you land speed.
Water You get Water Form as per the Water Elemental ability in the MM p.125, and a swim speed equal to you land speed.
Fire You get Fire Form as per the Fire Elemental ability in the MM p.125, and fire immunity.
Earth You get Earth Glide as per the Earth Elemental ability in the MM p.124, and a burrow speed equal to you land speed.

Edit V0.2: I changed Resistance to Element for Elemental Affinity as I though that the Elementalis lack some kind of "oumf"

zhdarkstar
2015-03-28, 04:51 PM
Doesn't cold damage usually get associated with water elementals? Surprised that it wasn't an option. Honestly, I would consider giving all of the four elements two associated damage types, except for Fire. We already have enough pyromania bias in spell damage as it is. This is how I would rewrite them.

Air: lightning/thunder
Water: cold/acid
Fire: fire
Earth: acid/poison

DanyBallon
2015-03-28, 05:16 PM
Doesn't cold damage usually get associated with water elementals? Surprised that it wasn't an option. Honestly, I would consider giving all of the four elements two associated damage types, except for Fire. We already have enough pyromania bias in spell damage as it is. This is how I would rewrite them.

Air: lightning/thunder
Water: cold/acid
Fire: fire
Earth: acid/poison

Actually I assigned the type of damage based on the resistance of Elementals in the MM. But I agree that cold is often associated with water. But I'm not quite sure about giving acid to earth. Is there an other damage type that would fit better?

DanyBallon
2015-03-29, 07:53 AM
As an after thought, if we allow two damage type per element, except for fire, should the vulnerability to the opposite element applies to both damage type?

Also I consider giving Elementalist an ability that would allow them to change the damage type, but I think it's too powerful for a 2nd level ability. Unless you can change the damage type only to the one corresponding to your element? :smallconfused:

Ilorin Lorati
2015-03-30, 11:29 AM
If you give an ability to change damage types, you could give Earth type Bludgeoning damage. Alternatively, Sonic because of the acoustic properties of the earth and earthquakes relationship with sound waves.

DanyBallon
2015-03-30, 11:37 AM
Earth elemental are vulnerable to thunder damage (the new name for sonic damage), giving them thunder damage as well isn't paradoxal?

Ilorin Lorati
2015-03-30, 02:44 PM
I had failed to notice the name change (which is odd since I actually went to look at the damage types when I was making my previous post), and I don't have the MM as of yet so I wasn't aware of that particular change. Thunder is probably not the best choice, then.

I still think giving them the option to deal bludgeoning damage isn't so bad, but it more than likely changes the nature of the spells being cast far more than changing energy types.

Jlooney
2015-03-30, 10:58 PM
The level two ability should be moved to a higher tier. Like when they can actually go to another plane. That ability is rather pointless because everything that lives there can literally kill them with one attack b

DanyBallon
2015-03-31, 05:58 AM
The level two ability should be moved to a higher tier. Like when they can actually go to another plane. That ability is rather pointless because everything that lives there can literally kill them with one attack b

Yeah your right, it doesn't really fit as a 2nd level ability. Any idea that could be used as replacement?
Best slot to move Elemental survival would be 10th level ability, but I don't know which I prefer most between this and Timelessness...

DanyBallon
2015-03-31, 09:05 AM
I thought about it and what if, like zhdarkstar proposed, each element let you choose between 2 damage type (air->Lightning/thunder; earth->force/poison; fire->fire/radiant; water->acid/cold), your 2nd level ability (wich will be renamed Element Affinity) would let you replace a spell damage type by one of your element affinity damage type, at 6th (renamed Elemental Resistance) you'll get resistance to both your damage type and vulnerability to both damage type from your opposing element.

Will this be a good fix? If Elemental Affinity is too strong, maybe, limit it to change damage type between both those related to their element (but fire/radiance willl have much more spell to use than any other element)

Also, where should we put the +1 to DC and spell attack bonus, 2nd level ability or 6th level?

eleazzaar
2015-04-02, 10:19 PM
What Class is this for?

DanyBallon
2015-04-03, 05:53 AM
What Class is this for?

Arcane Traditions are for Wizards

eleazzaar
2015-04-03, 07:38 AM
Arcane Traditions are for Wizards

Ok, because frankly it feels more like a sorcerer's archetype. There's nothing that seems like you are extra good at something because it is the focus of your study, this guy just gets blanket powers-- particularly the first and third.

Also thematically the first feature doesn't match with the second.

1 you are perfectly fine on *any* elemental plane.

2 you gain *vulnerability* to a certain element.

So what is this guy, a master of all elements, or focused on one element?

Also the ageless feature doesn't seem to have anything to do with elemental powers.

DanyBallon
2015-04-03, 11:55 AM
Ok, because frankly it feels more like a sorcerer's archetype. There's nothing that seems like you are extra good at something because it is the focus of your study, this guy just gets blanket powers-- particularly the first and third.

Also thematically the first feature doesn't match with the second.

1 you are perfectly fine on *any* elemental plane.

2 you gain *vulnerability* to a certain element.

So what is this guy, a master of all elements, or focused on one element?

Also the ageless feature doesn't seem to have anything to do with elemental powers.

I didn't have the sorcerer in mind when I thought about elementalist, mostly because I got my insperation from 2e Tome of magic, but I agree that it could fit for a sorcerer bloodline.
They should be specialist and that's why in an earlier post I suggest replacing their 2nd level ability with something that is more in line with an element mastery.
As for ageless, it's more becoming one with your element and not suffering from aging anymore. But if someone have a better idea I'll gladly consider it :)