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JNAProductions
2022-05-02, 08:31 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier

PROFICIENCIES
Armor: None
Weapons: All Simple and Martial Weapons
Tools: Any one artisan tool and any one wind instrument

Saving Throws: Dexterity and Intelligence
Skills: Choose three from Acrobatics, Sleight of Hand, Stealth, Arcana, Investigation, Religion, Insight, and Perception

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient in. If the weapon is thrown, you also get two copies. If it uses ammo, you have 20 pieces of ammo.
-Any one simple weapon
-Any one pack

Air Elementalist






—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Unarmored Movement
Cantrips Known
1st
2nd
3rd
4th
5th


1st
+2
Unarmored Defense, Spellcasting
—
2
2
—
—
—
—


2nd
+2
Unarmored Movement, Air Form
+10'
2
2
—
—
—
—


3rd
+2
Elemental Path
+10'
2
3
—
—
—
—


4th
+2
Ability Score Improvement
+10'
2
3
—
—
—
—


5th
+3
Extra Attack
+15'
3
4
2
—
—
—


6th
+3
Elemental Path Feature
+15'
3
4
2
—
—
—


7th
+3
Unarmored Movement Improvement, Improved Air Form
+15'
3
4
3
—
—
—


8th
+3
Ability Score Improvement
+20'
3
4
3
—
—
—


9th
+4
—
+20'
3
4
3
2
—
—


10th
+4
Evasion
+20'
3
4
3
2
—
—


11th
+4
Elemental Path Feature
+25'
4
4
3
3
—
—


12th
+4
Ability Score Improvement
+25'
4
4
3
3
—
—


13th
+5
Unarmored Movement Improvement
+25'
4
4
3
3
1
—


14th
+5
Elemental Path Feature
+30'
4
4
3
3
1
—


15th
+5
Greater Air Form
+30'
4
4
3
3
2
—


16th
+5
Ability Score Improvement
+30'
4
4
3
3
2
—


17th
+6
Unarmored Movement Improvement
+35'
5
4
3
3
3
1


18th
+6
Elemental Path Feature
+35'
5
4
3
3
3
1


19th
+6
Ability Score Improvement
+35'
5
4
3
3
3
2


20th
+6
Air Apotheosis
+40'
5
4
3
3
3
2



Unarmored Defense
At level one, you learn to move like the air. Your AC may equal 10+your Dexterity modifier+your Intelligence modifier while wearing no armor. You cannot use a Shield with this unless you gain proficiency in that equipment.

Spellcasting
Also at level one, you learn how to channel the fury of air into spells. You may prepare a number of spells equal to half your Elementalist level (rounded up) plus your Intelligence modifier, with a minimum of one spell prepared. You may prepare new spells upon completing a long rest.

Intelligence determines your DC and attack bonus.

You do not require material components that do not have a listed price for your spells, instead using your own body and breath. You must still provide material components that have a listed price as per normal.

Unarmored Movement
At level two, when benefiting from Unarmored Defense, your move speed increases by the value indicated on the table.

At level seven, your jumping also improves. You may use your Dexterity instead of Strength for jumping, and triple the distance you can jump. Lastly, you gain resistance to falling damage, and taking fall damage does not cause you to fall prone.

At level thirteen, it improves further-you gain a fly speed equal to your land speed on your turn. Ending the turn without something to support you causes you to fall.

At level seventeen, you gain a permanent fly speed equal to your land speed. You also gain immunity to fall damage.

Air Form
Also at level two, you begin to take the form of an elemental of air. This grants you the following benefits:
-You gain resistance to thunder and lightning damage
-You have advantage on saves against becoming Poisoned
-You have advantage on any check made to resist a grapple
-You may treat yourself as one size smaller when advantageous to yourself

At level seven, you gain more benefits:
-You gain resistance to poison damage
-You are immune to the Poisoned condition
-You can escape a grapple as a bonus action, without requiring a check
-You may treat yourself as two sizes smaller or as one size larger when advantageous to yourself

At level fifteen, you gain more benefits:
-You gain resistance to non-magical bludgeoning, piercing, and slashing damage
-You gain immunity to poison damage
-You cannot be grappled against your will
-You may treat yourself as two sizes larger when advantageous to yourself
-You may end your turn in a hostile creature's space, and move through a space as narrow as an inch wide without squeezing

Elemental Path
At level three, choose to follow the path of Air, Lightning (Air-Fire), or Fog (Air-Water). This grants you benefits at levels three, six, eleven, fourteen, and eighteen.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may improve any one ability score by two, or any two by one, following the normal maximums.

Extra Attack
At level five, you may attack twice when you take the Attack action on your turn, rather than once.

Evasion
At level ten, when you make a Dexterity save for half damage, you take half damage on a failure and no damage on a success.

Air Apotheosis
At level twenty, you gain true apotheosis. You become an elemental in addition to your original creature type, though you may treat yourself as either or both types whenever it is beneficial to you. Your current and maximum Dexterity improve by four, to a max of 30. You become immune to the Exhaustion, Paralyzation, Petrification, Prone, and Restrained conditions.


Air

Mastery Of Air
At level three, you can hold your breath indefinitely. You also learn the Gust cantrip. If you already knew it, you may learn another cantrip from the Air Elementalist spell list in its place.

Steps Of Air
Also at level three, you can Dash as a bonus action.

Billowing Winds
At level six, you may use a bonus action to force any creature targeting you with a ranged attack to make the attack at disadvantage. This ability lasts until your next turn begins.

Battering Winds
At level eleven, you reinforce your attacks with wind. Any time you make a melee attack, increase the damage by 1d8 bludgeoning. Any time you make a ranged attack, increase the damage by 1d6 bludgeoning.

Supportive Air
At level fourteen, you may fly for a number of rounds equal to your proficiency bonus before falling, instead of at the end of each of your turns.

Greater Billowing Winds
At level eighteen, you can protect your allies with your winds as well. Whenever you benefit from your Billowing Winds feature, you may choose any number of creatures within 30' of you. So long as they remain within 30', they benefit from it as well.


Lightning

Zap
At level three, you learn the Shocking Grasp cantrip. If you already knew it, you may learn another cantrip from the Air Elementalist spell list in its place.

You also deal additional damage equal to your Intelligence modifier when you cause damage with an Air Elementalist spell.

Retaliatory Lightning
At level six, you may use your reaction to roll a number of d4s equal to your proficiency bonus, and deal that much lightning damage to a creature that damaged you from within 60'

Reinforced Lightning
At level eleven, whenever you roll damage for a spell, you may roll the total dice twice and take either result.

Aura Of Electricity
At level fourteen, you may use your bonus action to create an aura of electricity that lasts until the start of your next turn. Any creature of your choice that start their turn or enter within 5' of you take 2d6 lightning damage, though not more than once per turn. You may also use your Retaliatory Lightning on creatures within 15' of you without expending your reaction while the aura is active.

Greater Zap
At level eighteen, you may add your proficiency modifier to any damage you deal with a spell.


Fog

Misty
At level three, you learn the Mist cantrip. If you already knew it, you may learn another cantrip from the Air Elementalist spell list in its place.

Blurring Fog
Also at level three, you may Disengage as a bonus action.

Reactive Fog
At level six, you have Fog Cloud prepared as an additional spell not counting against your normal limits. You may cast it at its lowest level without expending a spell slot.

Additionally, you may cast it centered on yourself as a reaction, in response to being targeted for an attack. You may do so once, and regain the ability to do so after completing a short or long rest.

Eyes Of Air
Also at level six, you may see through your own Fog Cloud, Mist, and any other similar spells.

Hardened Fog
At level eleven, whenever you are in the area of a Fog Cloud, Mist, or any other similar spell, you reduce any damage taken by an amount equal to your proficiency bonus.

Supportive Fog
At level fourteen, when you cast Fog Cloud, Mist, or any other similar spells, you may designate any number of creatures you can see to share your Eyes Of Air feature for that spell.

Evermist
At level eighteen, when you cast Fog Cloud, it has a duration of Until Dispelled or Dismissed. Note that it does not require concentration, and may be dismissed as an action while you can see it.


Acid Splash
Blade Ward
Control Flames
Dancing Lights
Frostbite
Gust
Lightning Lure
Mage Hand
Message
Mist-new spell detailed below
Minor Illusion
Ray Of Frost
Resistance
Shocking Grasp
Absorb Elements
Alarm
Armor Of Agathys
Bane
Bless
Catapult
Command
Dissonant Whispers
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Guiding Bolt
Jump
Longstrider
Shield
Silent Image
Thunderwave
Unseen Servant
Witch Bolt
Alter Self
Blindness/Deafness
Blur
Cloud Of Daggers
Darkness
Darkvision
Dust Devil
Earthbind
Enhance Ability
Gust Of Wind
Healing Spirit
Hold Person
Invisibility
Levitate
Mirror Image
Misty Step
Pass Without Trace
Shadow Blade
Shatter
Silence
Warding Wind
Blink
Call Lightning
Elemental Weapon
Fly
Gaseous Form
Haste
Lightning Bolt
Major Image
Phantom Steed
Protection From Energy
Sending
Sleet Storm
Slow
Spirit Shroud
Stinking Cloud
Thunderstep
Water Walk
Wind Wall
Banishment
Conjure Minor Elementals
Dimension Door
Elemental Bane
Freedom Of Movement
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Sickening Radiance
Storm Sphere
Bigby's Hand
Cloudkill
Cone Of Cold
Conjure Elemental
Control Winds
Far Step
Legend Lore
Maelstrom
Scying
Seeming
Steel Wind Strike
Synaptic Static
Telekinesis
Teleportation Circle
Wall Of Force
Wrath Of Nature
Mist
Conjuration Cantrip
Casting Time: One Action
Range: 30'
Components: Verbal and Somatic
Duration: Ten Minutes (Concentration)

You create a small pocket of mist, 5' in radius, centered on a point within range. It lasts for as long as you Concentrate on the spell.

At Higher Levels: When you reach level five, the radius increases by 5'. It increases by 5' again at levels eleven and seventeen, to a maximum of 20'.


It's a completed class. But the spell list could probably be curated more. Ah well-it works. :P