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Leo-Kat
2015-11-21, 02:13 AM
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Elementalist
The dry dungeon air began to heat up around the orange-eyed human. Speaking incantations in language unfamiliar to this plane, she rose her hands to release a blast of furious fire at the incoming spiders.


Trekking through an inhospitable desert, a woman raised her hands and, with nothing but a thought, bringing forth a great gust of cool wind from another plane, causing dust to whip around and exposing a temple long forgotten and buried under the sand dunes.


Harsh sleet cut into his face as he stood at the prow of his ship, facing the oncoming storm calmly. Though the sails had been taken down, the ship continued to be propelled through the water by a strange swell going against the crashing waves.


Running her fingertips along the warm stone tunnel, the dwarf paused and, tapping three times against the rock, used a piece of chalk to mark a wide X before moving on. The group behind her didn't question as they began using pickaxes and hammers to start digging where she had indicated. No one knew quite how, but she always had a knack for finding the best jewels hidden deep within the rock.

Masters of the Elemental Chaos
In between the Outer Planes and the Material Plane, resides the chaotic Elemental Planes. These planes of existence may be home to many creatures attuned to that element, however most of these creatures couldn't even hope to control the chaos they live in, only to learn how to take advantage of it. Some creatures, through experimentation or years of familiarity, learn how to wield this power and use it at will.


Those who venture down the path of elemental power gain access to spells and abilities once only found in the Elemental Chaos.

Elemental Connection
Although Elementalists are most often born in the Material Plane, they usually, in one way or another, connected to the Elemental Plane from which they draw their power. An Elf born in the deep forests nearest the Feylands may develop a deep connection to the Elemental Plane of Earth, or such a connection could be forged in the heart of the mountain ranges where Dwarves live. A sailor is equally likely to develop a connection with the deep seas as with the blustering winds which drive her vessel forwards. This is not, however, the only feature common among Elementalists, nor the most important one. Almost always an Elementalist will be drawn to master or subvert any force which may oppose her; be it a thief, an enemy army, or the forces of nature itself.

Creating an Elementalist
When creating your Elementalist, take into consideration what forces she may seek to control, and which elements may fit with her unique personality and perspective on life. Is she wantonly destructive, or vibrantly passionate, with a tendency towards quick, lethal strikes? This may be a sign that she draws her energy from the Elemental Plane of Fire. Or does she treat melee battle as a puzzle to be solved, regularly distracting opponents and opening up opportunities to strike? An Elementalist associated with the Plane of Air is most likely to use these tactics. An Elementalist associated with the Plane of Earth may hold rigidly to tradition, or simply prefer using heavy attacks to knock opponents out cold; while an Elementalist that draws her power from the Plane of Water may stay at range, unafraid to slowly wear enemies out over long period of time.

Quick Build
You can make an Elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity if you choose the Water or Air archetype or Strength if you choose the Earth or Fire archetype. Next, choose the Outlander background.


As an Elementalist you gain the following class features.

Hit Points
Hit dice: 1d8 per Elementalist level
Hit points at 1st level: 8+ your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Elementalist level after 1st.

Proficiencies

Armor: Light and Medium armor.

Weapons: All Simple weapons

Tools: None

Saving Throws: Wisdom, Constitution
Skills: Choose 3 from: Acrobatics, Aracna, Athletics, Investigation, Nature, Perception, Survival.

Equipment
You start with the following equipment in addition to the equipment granted by your background.

(a) A short sword or (b) a light hammer
(a) An Explorer's Pack or (b) Dungeoneer's Pack
(a) A light crossbow with a quiver with 20 bolts or (b) a shortbow with 20 arrows
A set of Traveller's Clothes, Leather armour, and a dagger



Elemental Archetype
At first level, choose an Elemental Archetype that corresponds with the element you have study in the most.

Elemental weapon
Beginning at 1st level, you gain the ability to summon a weapon made out of the element that matches your chosen archtype. Summoning the weapon is a bonus action and you must summon it your free hand, you may only have one weapon summoned at a time, summing a new weapon will make the original one dissipate. The weapon last for as long you hold onto the weapon and dissipate when you let go or drop it unless the description says otherwise. You are proficient in the weapon you summon even if you are not proficient in that type of weapon.The weapons act as the mundane versions of the weapon. However, as you level the weapons you create become more potent. At 6th level you add one additional damage die and the weapon is considered a magic weapon. At 17th level you add another additional damage die.
The weapons you can summon for each archetype are listed below.

Air


Shortbow (1d6 piercing, ammunition (range 20/60), two-handed) The arrows are created when you pull back the string, and disperse after firing and dealing damage, if a hit.

Rapier (1d8 piercing, finesse)

Earth


Mace (1d6 bludgeoning,)

Flail (1d8 , bludgeoning)

Fire


Longsword (1d8 fire, Versatile 1d10)

Shortsword (1d6 fire, Finesse, light)

Water


Dagger (1d4 piercing, finesse, light, thrown (range 20/60))

Whip (1d4 slashing, finesse, reach)


Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once even if you later get to choose again.

Archery

You gain +2 bonus to attack rolls you make with ranged weapons.

Battle Caster

You can cast spells even if both your hands are occupied, ignoring the somatic components.

Defense

When you are wearing armor, you gain a plus 1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you can a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engaged in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Primordial
In your quest of gaining power from the elemental plains, you learned the language of elementals, Primordial.

Elemental Archetype
Choose an Archetype that matches the main Elemental Plane; Air, Fire, Earth, or Water, which you draw your power from. Archetypes are detailed below. Your choice grants you features at 1st, 3rd, 6th level, 10th level, and 15th level.

Spellcasting
Due to your affiliation with the Elemental Planes you can cast spells using the power from those planes starting at 2nd level. See Chapter 10 of the PHB for the general rules of spellcasting. See below for the Elementlists' spell list.

Spell Slots
The Elementalist table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these Elementalist spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest

Spells Known
You known two 1st level spells of your choice from the Elementalist spell list.


The Spells Known column of the Elementalist table shows when you can learn more Elementalist spells of your choice. Each of these spells must be a level for which you have spell slots.


Additionally, when you gain a level in this class, you can choose one of the Elementalist spells you know and replace it with another one the Elementalist spell list, which also must be of a level which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your Elementalist spells, since your magic is drawn from understanding the inner workings of the Elemental Planes. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elementalist spell you cast and when when making an attack roll with one.


Spell save DC = 8+ your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Elementalist spells.

Ability Score Improvement
When you reach your 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 over 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Elemental Adept
Starting at 7th level, choose one of the following damage types: acid, cold, fire, lightning, and thunder. Spells you cast ignore resistance for that type of damage. In addition, when you roll for damage that deal that type of damage, you may treat any 1 on a damage dice as 2. You may choose another damage type at 14th level.

Command Elemental
At 11th level, You gain the ability to command Elementals. You may choose an elemental that can see or hear you within 30ft. That creature makes a Wisdom saving throw with the DC being half your level + your proficiently bonus. On a failed save, the target must obey the Elementalists' commands for 24 hours. On a successful save, the creature is unaffected and is immune to being commanded by you for 24 hours. An Elemental whose challenge rating is equal or greater to your level is immune to this effect. You may use this ability twice per long rest at 11th level and four times per long rest at 18th level.

Primordial Connection
When you reach 20th level, you may mediate for one hour in communion with the elements around you and restore up to one spell slot per spell level. You may not use this feature again until have a long rest. This mediation may happen during a short rest.

1st Level
Absorb Elements,
Mage Armor,
Unseen Servant,
Detect Evil and Good,
Detect Magic
2nd Level
Enhance Ability,
Magic Weapon,
Misty step,
Spider Climb,
See Invisible
3rd Level
Glyph of Warding,
Magic Circle,
Protection from Energy,
Tongues
4th Level
Banishment,
Conjure Minor Elementals,
Elemental Bane,
Fabricate
Storm Sphere
5th Level
Conjure Elemental,
Contact Other Place,
Commune with Nature
Dispel Evil or Good
Teleportation Circle


Elemental Cantrip
When you choose this archetype at 1st level, you gain the Gust cantrip if you don't already have it.

Swift Mobility
At 3rd level, your affiliation with the Elemental Plane of Air begins to alter your anatomy, making you swifter. As a reaction, when a creature you can see within 5ft of you attacks you, you may double your dexterity bonus granted to your AC. This lasts until the end of the next turn and activates before whatever triggered it happens. You may use this ability as many times as your Elementalist class level, divided by three, rounded down, per long rest.

Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to half the attacks damage against you.

Fly
At 10 level, you gain the ability to soar through the air. You gain a flying speed equal to your movement speed. Also, you negate any damage dealt from falling unless you are knocked prone or unconscious

Storm
At 15th level you may call upon the great winds from the Plane of Air. Once per long rest, as an action, you call upon these winds that blow around you in a 50ft sphere. Any creature, besides you, treats movement in the radius as difficult terrain. If in flight, creatures must succeed on a dexterity saving throw (DC 15) or fall instantly and take the respected damage, if any. Flying creatures must make the saving throw again if they end their turn in flight in the area. In addition, if there is loose dirt, dust, sand, or other such material, all creatures within the area have quarter or half coverage, determined by the DM. This effect last for 1d6 + 4 rounds.

In addition to the normal Elementalist Spell List, those who draw their powers from the Elemental Plane of Air may choose spells from this list.

1st Level
Feather Fall,
Fog Cloud,
Catapult,
Silent Image,
2nd Level
Dust Devil,
Levitate,
Skywrite,
Mirror Image
3rd Level
Gaseous Form,
Wind Wall,
Major Image,
4th Level
Hallucinatory Terrain,
Phantasmal Killer,
Confusion
5th Level
Control Winds,
Mislead

Elemental Cantrip
When you choose this archetype at 1st level you gain the Mold Earth cantrip if you don't already have it.

Improved Attack
At 3rd level, your affiliation with the Elemental Plane of Earth begins to alter your anatomy, giving you a much more solid physiology than others of your race. As a result of this you're able to deal more damage during a melee attack. As many as times as your Elementalist class level, divided by three, rounded down, per long rest, you may add double your strength modifier to the damage dealt by a successful melee attack.

Great Vitality
At 6th level, you begin to take resemblance to the constitution of the earth. At the end of a short rest, you gain an amount of temporary hit points equal to your character level + Constitution modifier.

Earth Glide
At 10 level, you are now so attuned to the earth that you can burrow through non-magical, unworked earth and stone at your movement speed. When underground, you can't see, however, you can sense anything touching the surface above and anything in the ground at a radius of 30 feet. You take a disadvantage at Perception checks to hear though the earth.

Earthquake
At 15th level, your magical attunement to the earth allows you to cause great tectonic movement. When you use an action to cast this, all earth within a 30 foot radius trembles violently for 1d6 + 4 rounds causing any creature within range to make a dexterity saving throw (DC 15) or be knocked prone and take 2d6 bludgeoning damage. A successful save negate damage as well as doesn't knock the creature prone, however movement in this area is difficult terrain. Creatures must make the saving throw again if they end their turn in this area. You may choose up to 5 creatures (excluding yourself) this creatures automatically succeed their saving throws. You may use this ability once per long rest.

In addition to the normal Elementalist Spell List, those who draw their powers from the Elemental Plane of Earth may choose spells from this list.

1st Level
Earth Tremor
Shield
Ensnaring Strike
Entangle
2nd Level
Earthbind,
Maximillian's Earthen Grasp
Heat metal
Barkskin
3rd Level
Erupting Earth,
Wall of Sand
Melfs minute meteors
4th Level
Stone Shape,
Stoneskin,
Freedom of Movement
5th Level
Transmute Rock,
Wall of Stone


Elemental Cantrip
When you choose this archetype at 1st level you gain the Control Fire cantrip if you don't already have it.

Bonus Attack
At 3rd level, your affiliation with the Elemental Plane of Fire begins to alter your anatomy, making your movements resemble that of raging flames. As a result of this, you gain an additional attack as a bonus action. You may use this ability no more than your Elementalist class level, divided by three, rounded down, per long rest.

Aura of Heat
At 6th level, you may activate your aura heat for a bonus action that last for 1 minute. Anyone who ends their turn within 5 feet of you must make a dexterity saving throw, with the DC equal to your spell save DC, if they fail, they take 1d6 fire damage. On a successful save, they are immune to this effect until the beginning of their next turn. Once you use this feature you may not use it again until after you complete a long or short rest.

Immune to Fire
At 10th level, your constant connection to the heat and flames from the Plane of Fire has left your body immune to any fire damage.

Heat Wave
At 15th level, you are able to call the properties of the great Plane of Fire onto the material plane. Using an action, you cause the area surrounding you to be blasted with the immense heat of the Plane of Fire. For 1d6 + 4 rounds, an area with a 30ft radius centered around you becomes unbearably hot. Creatures who start their turn within the area take 1d12 fire damage. Because the heat makes the body exhaust faster, creatures in the area must make a Constitution saving throw (DC 15) at the end of their first full round spent inside the area. If they fail, they gain one level of exhaustion. Once a creature has made the saving throw, they don't make it again for the duration of the Heat Wave. This ability may be used once per rest.

In addition to the normal Elementalist Spell List, those who draw their powers from the Elemental Plane of Fire may choose spells from this list.

1st Level
Burning Hands,
Faerie Fire
Hellish Rebuke
Searing Smite
2nd Level
Aganazzar's Scorcher,
Continual Flame,
Flame Blade,
Flaming Sphere,
3rd Level
Fireball,
Flame Arrows
Melfs minute meteors
4th Level
Fire Shield,
Wall of Fire
Vitriolic Sphere
5th Level
Flame Strike
Immolation

Elemental Cantrip
When you choose this archetype at 1st level you gain the Shape Water cantrip if you don't already have it.

Healing Veins
At 3rd level, your affiliation with the Elemental Plane of Water begins to alters your anatomy, making your body more attuned to healing properties of water. As a bonus action, you may regain 1d8 Hit Points once per your Elementalist class level, divided by three, rounded down, per long rest.

Aura of Cold
At 6th level, you may activate your chilled aura for a bonus action that last for 1 minute. Anyone who ends their turn within 5 feet of you must make a dexterity saving throw, with the DC equal to your spell save DC, if they fail, they take 1d6 cold damage. On a successful save, they are immune to this effect until the beginning of their next turn. Once you use this feature you may not use it again until after you complete a long or short rest.

Amphibian
At 10th level, you know have the ability to breath, not only air, but water as well. In addition, you gain a swimming speed equal to your walking speed.

Fountain of Life and Death
At 15th level your connection to the Plane of Water allows you to summon a spring from the Sea of Worlds. When you take an action to use this, water falls from the sky in a 30ft radius with you as the center. This water contains healing or life-taking properties, based upon your selection when you cast. Select up to 2d6 + 1 creatures to be affected.
Heal: The creature targeted gains 1d4 hit point every round they're in the area.
Harm: The creature takes 1d4 damage for every round they're in the area. This effect lasts 1d6 + 4 rounds. creature you have not chosen to be affected treat this rain as normal water and gain no penties nor suffer any consequences.

In addition to the normal Elementalist Spell List, those who draw their powers from the Elemental Plane of Air may choose spells from this list.

1st Level
Ice Knife,
Create or Destroy Water,
Cure wounds
Fog Cloud
2nd Level
Snilloc's Snowball Swarm,
Lesser Restoration
Calm Emotions
Hold Person
3rd Level
Tidal Wave,
Wall of Water,
Water Walk
4th Level
Control Water,
Ice Storm,
Watery Sphere
5th Level
Maelstrom
Greater Restoration

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Hipster Dixit
2015-11-21, 08:00 AM
This is good. Simple, streamlined, with a power level very close to PHB and a nice flavor. It could actually be slightly underpowered on some features but I'm not sure. I just want to point your attention on ome minor thing: Some of your class features have weird duration. In 5e abilities usually do not have random duration, so 1d6-plus-4 rounds could just be 1 minute, and class level-divided three-rounded down per long rest (man, this is pure 3.5e craziness :D) could be once per short test, that will become twice or even thrice (none of your features is too powerul that it can't be used that much) at later levels.

Finally, a Technical question. How do you made that table? Is that from word/open office and ported from there in some way? (yes, wanna copy it :P)

Leo-Kat
2015-11-21, 02:38 PM
This is good. Simple, streamlined, with a power level very close to PHB and a nice flavor. It could actually be slightly underpowered on some features but I'm not sure. I just want to point your attention on ome minor thing: Some of your class features have weird duration. In 5e abilities usually do not have random duration, so 1d6-plus-4 rounds could just be 1 minute, and class level-divided three-rounded down per long rest (man, this is pure 3.5e craziness :D) could be once per short test, that will become twice or even thrice (none of your features is too powerul that it can't be used that much) at later levels.

Finally, a Technical question. How do you made that table? Is that from word/open office and ported from there in some way? (yes, wanna copy it :P)

I was thinking that the duration was a little weird, but I wasn't sure if purely having one minute would be too much. I think the air Archetype would be the most underpowered.. :/ 3.5 is the version I'm most familiar with so it kind of bleed thought here. I'm glad you liked it, I was worried because this is my first homebrew class that it would end up really unbalanced.

The original document I made this in was in Google Docs. so I just clipped an image of the and put it on here.