Elementalist

Elementalists are masters at manipulating destructive and primal energy, turning the study of elemental power into less an academic exercise, and more a martial art. These warrior mages can be found the world over, either as specialist battle casters or as members of cultures where the division between the studies of magic and warfare is blurred.

Quick Build

You can make an elementalist quickly by following these suggestions. First, choose the Flame-Blooded casting tradition, making Charisma your highest score. Your next-highest score should be Strength or Dexterity, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your third-highest score should be Constitution. Choose the hermit background. You gain the Destruction sphere as a bonus talent from your first level in the elementalist class. Choose the Nature (fire geomancy) and Warp spheres as your bonus magic talents from your casting tradition. You gain Quick Teleport (teleport) as the bonus magic talent from your Limited Warp variant.

Note: If you are also using Spheres of Might, trade out your light armor and martial weapon proficiencies as well as the Unarmored Defense feature for the Weapon Master martial tradition, gaining the Fencing and Retribution martial spheres, in addition to the Unarmored Training and Duelist (discipline) martial talents from the Equipment sphere.

Table: Elementalist
Level Proficiency Bonus Features Magic Talents Spell Points Favored Element
1st +2 Spherecasting, Unarmored Defense, Weave Energy 0 1
2nd +2 Admixture, Elemental Path 1 2
3rd +2 Elemental Path feature, Favored Element 2 3 1d4
4th +2 Ability Score Improvement 3 4 1d4
5th +3 Elemental Defense 3 5 1d4
6th +3 Elemental Path feature 4 6 1d4
7th +3 Evasion 5 7 1d6
8th +3 Ability Score Improvement 6 8 1d6
9th +4 Elemental Movement 6 9 1d6
10th +4 Elemental Aid 7 10 1d6
11th +4 Elemental Path feature 8 11 1d8
12th +4 Ability Score Improvement 9 12 1d8
13th +5 Greater Elemental Movement 9 13 1d8
14th +5 Greater Elemental Aid 10 14 1d8
15th +5 Energetic Soul 11 15 1d10
16th +5 Ability Score Improvement 12 16 1d10
17th +6 Elemental Path feature 12 17 1d10
18th +6 Superior Elemental Aid 13 18 1d12
19th +6 Ability Score Improvement 14 19 1d12
20th +6 Energy Body 15 20 1d12

Class Features

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 armor

Weapons: Simple weapons, martial weapons; If using Spheres of Might and this is your first level in a class, you can trade out your proficiency with martial weapons and light armor, as well as the unarmored defense feature for a martial tradition.

Tools: Choose one type of artisan’s tools or one musical instrument

Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Nature, Persuasion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) a short bow and 20 arrows
  • (a) any simple weapon or (b) any martial weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A dagger

Spherecasting

You can combine spheres and talents to create magical effects. You gain a spell pool and magic talents.

Casting Tradition

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier.

Spell Pool

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your elementalist level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

You gain 3/4ths of a magic talent every level, according to Table: Elementalist.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your key ability modifier.

Weave Energy

At 1st level, you gain the Destruction sphere.

Admixture

At 2nd level, you can mix multiple blast types together. When you create a destructive blast, you can spend a bonus action to add a second blast type. If the blast types have different damage types, the blast’s damage is split equally between the two types. If both blast types modify the saving throw allowed by any blast shape, you must choose which one applies. The rider effects of both blast types are applied. The admixture feature is not considered an augment for the purpose of interacting with sphere talents or abilities. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Elemental Path

At 2nd level, you unlock an elemental path of your choice: the Path of the Aspirant, Path of the Doomblade, Path of the Geomancer, Path of the Inspired Kineticist, or the Path of the Primordial, each of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 3rd, 6th, 11th, and 17th level.

Favored Element

At 3rd level, choose one damage type. Once per turn, when casting a destructive blast with that damage type, you deal an additional 1d4 damage. This extra damage is applied only to the initial destructive blast and not to any lingering damage. If using the Blade (blast shape) or the Energy Weapon talent, your favored element can instead apply to the first damage roll you make with the weapon or ammunition each round. The amount of additional damage changes when you reach certain levels in this class. The additional damage becomes 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, and 1d12 at 18th level.

Ability Score Improvement

When you reach 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 above 20 using this feature.

Elemental Defense

At 5th level, you gain resistance to the damage type you selected for your favored element.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Elemental Movement

At 9th level, you can spend a bonus action to use your mastery of energy to propel yourself, increasing all movement speeds you possess by 15 feet for one round.

Elemental Aid

Beginning at 10th level, you can use your energy to aid yourself in an activity. You can add your favored element die to either your armor class against an attack, or to a Strength, Dexterity, or Constitution ability check or saving throw. You can do this once. You regain your uses of this ability after a short or long rest. This cannot be combined with bonuses from additional die rolls (such as bardic inspiration, command die, or the bless spell) on the same roll.

Greater Elemental Movement

At 13th level, your elemental movement improves. When using elemental movement your speed increases by 30 feet (instead of 15 feet).

Greater Elemental Aid

At 14th level, you can use elemental aid twice instead of once.

Energetic Soul

By 15th level, your mastery of energy fortifies your body. You gain proficiency in all saving throws. Additionally, whenever you fail a saving throw, you can spend a spell point as a reaction to reroll it and take the second result.

Superior Elemental Aid

At 18th level, you can use elemental aid three times instead of twice.

Energy Body

At 20th level, your body is suffused with energy, granting resistance to acid, cold, fire, lightning, necrotic, poison, radiant, and thunder damage. If one of these options is already a favored element, you gain immunity to it.

Elementalist Paths

The path of the elementalist is as diverse as there are forms of energy. Some elementalists follow a path that leads them to combine multiple energy types, while others embrace the energy becoming as the element itself.

Elementalist Archetypes

Path of the Aspirant

The path of the aspirant is for elementalists who chose to master multiple elements.

Improved Critical

Beginning at 2nd level, your destructive blasts score a critical hit on a roll of 19 or 20.

Destructive Savant

At 3rd level, you gain two favored elements, instead of one. This also grants you resistance to a second element with your elemental defense.

Greater Admixture

At 6th level, you can add your casting ability modifier (minimum 1) to the number of times you can use your admixture ability. These additional uses are regained after a short or long rest.

Greater Destructive Savant

At 11th level, you can select a third favored element. This also grants you resistance to a third element with your elemental defense.

Superior Destructive Savant

At 17th level, you can select a fourth favored element. This also grants you resistance to a fourth element with your elemental defense.

Path of the Doomblade

The path of the doomblade blends the cataclysmic power of destruction with the precision of martial prowess.

Blended Training

At 2nd level, you gain Blade (blast shape) as a bonus magic talent. If you already possess the Blade (blast shape) talent, you gain an additional talent from the Destruction sphere.

Any time you would gain a magic talent from levels in elementalist, you can instead gain a martial talent.

Magus

At 3rd level, when you cast an unaugmented destructive blast with the Blade (blast shape) on ammunition or weapons only you are using, you can use the Magus feature to have the effect persist for the remainder of the duration without concentration.

Destructive blasts that you used the Magus feature on cannot be augmented further, and the effect ends on any ammunition or weapon that is not in your hand or on your body at the end of your turn.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Magus

At 11th level, when you make a special attack with the Blade (blast shape), you can inflict its secondary or rider effect without having to use a bonus action.

Destructive Mastery

At 17th level, you can cast any destructive blast as a bonus action.

Path of the Geomancer

The path of the geomancer diverts its focus away from destructive energies toward the primal powers of nature or weather.

Natural Casting

At 2nd level, you gain either the Nature sphere or Weather sphere as a bonus magic talent. When you gain a favored element, you can apply your favored element damage bonus to any damage rolls made as a result of a Nature sphere or Weather sphere effect you create or control. Using favored element in this way counts against the number of uses each round that you can use the feature.

Natural Movement

At 3rd level, you gain either a climb speed equal to your walking speed with the ability to move up, down, and across vertical surfaces and upside down along ceilings, or a swim speed equal to your walking speed.

Nature Surge

At 6th level, when you cast a destructive blast, you can cast a Nature sphere or Weather sphere ability as a bonus action. This Nature or Weather ability must have a casting time of 1 action. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Greater Nature Surge

At 11th level, you can concentrate on a Nature sphere or Weather sphere ability and a destructive blast at the same time.

Natural Mastery

At 17th level, you can use your nature surge ability at will.

Path of the Inspired Kineticist

The path of the inspired kineticist is an adaptable battle caster that is always prepared for the trials that lie ahead.

Destructive Flexibility

At 2nd level, you can grant yourself an additional talent from the Destruction sphere as a bonus action. You retain knowledge of this talent for 1 minute or until you use this ability again, whichever is shorter. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Flexible Focus

At 3rd level, whenever you use destructive flexibility, you can also temporarily gain a 2nd favored element for 1 minute or until you use destructive flexibility again.

Mutable Blast

At 6th level, you can add augments to or completely change the blast type of a destructive blast with a duration longer than instantaneous as a bonus action. If you choose to augment the new blast type, any augment costs must be paid as part of this action; spell points spent augmenting the original blast type do not apply. If you later return to a previously selected blast type, it retains its previous augments.

Greater Flexibility

At 11th level, you can add your casting ability modifier (minimum 1) to the number of times you can use your destructive flexibility ability. These additional uses are regained after a short or long rest.

Master Flexibility

At 17th level, you can spend two uses of your destructive flexibility power to gain two additional talents and favored elements at the same time instead of just one.

Path of the Primordial

The path of the primordial is for elementalists who not only channel elements, but also embody them.

Elemental Change

At 2nd level, you gain the Alteration sphere. You must choose the Elemental (genotype) talent as your first (genotype) talent. If you already possess the Elemental (genotype) talent, you gain a bonus talent from either the Alteration or Destruction spheres. When you gain your favored element, you can add this damage to your natural weapons when in an Elemental (genotype) shapeshift. Using favored element in this way counts against the number of uses each round that you can use the feature.

Lingering Elemental Form

At 3rd level, whenever you use a shapeshift on yourself using Elemental (genotype) and maintain its presence through concentration, the shapeshift lingers for a number of rounds equal to your proficiency bonus after you cease concentrating.

Elemental Surge

At 6th level, when you cast a shapeshift on only yourself using Elemental (genotype), you can cast a destructive blast as a bonus action.

Greater Elemental Surge

At 11th level, you can concentrate on a shapeshift on yourself involving Elemental (genotype) and a destructive blast at the same time.

Greater Elemental Form

At 17th level, when you affect yourself with a shapeshift using Elemental (genotype), its duration increases to a maximum of 1 hour.