You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.
You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the Elementalist Dedication as your 2nd-level class feat.
Elemental Magic (1st Level)
Prerequisites You must have a spellcasting class feature that chooses spells from the arcane or primal spell list.
Elementalist Adjustments Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead.
If you're a sorcerer with the elemental bloodline, you can replace your initial bloodline spell with an initial elemental focus spell, and your advanced bloodline spell with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline and come from the options listed below.
Druid Elementalist Adjustments If you're a druid of the storm order, you can choose to replace your starting order spell, tempest surge, with updraft.
Wizard Elementalist Adjustments If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the air trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school functions as normal. If you later select the Advanced School Spell wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element.
Elemental Focus Spells
Air initial: updraft; advanced: powerful inhalation
Earth initial: crushing ground; advanced: stone lance
Fire initial: wildfire; advanced: combustion
Water initial: rising surf; advanced: pulverizing cascade
Elementalist Dedication (Feat 2)
Archetype
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Dedication
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Prerequisites Elemental Magic
Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations.
Special You can't select another dedication feat until you've gained two other feats from the elementalist archetype.
4th Level Elementalist Feats
Dousing Spell [A] (Feat 4)
Archetype
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Metamagic
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Water
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Prerequisites Elementalist Dedication
You enhance your spell with elemental water, soaking the target. If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).
Elemental Familiar (Feat 4)
Archetype
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Prerequisites Elementalist Dedication; Familiar
Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars.
Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time.
- Air If your familiar stays completely still for 1 round, it becomes invisible until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect.
- Earth Your familiar gains resistance to physical damage (except adamantine) equal to half your level.
- Fire Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold.
- Water Your familiar can move through a gap at least 2 inches wide without Squeezing and can Squeeze through a gap at least 1 inch wide.
Familiar (Feat 4)
Archetype
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Prerequisites Elementalist Dedication
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
6th Level Elementalist Feats
Burning Spell [A] (Feat 6)
Archetype
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Metamagic
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Fire
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Prerequisites Elementalist Dedication
You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional persistent fire damage equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.
Enhanced Familiar (Feat 6)
Archetype
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Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special
(Wizard) If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
(Witch) Add the bonus familiar abilities you gain for being a witch to this amount.
8th Level Elementalist Feats
Current Spell [A] (Feat 8)
Druid
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Abjuration
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Concentrate
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Metamagic
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Prerequisites Elementalist Dedication
As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.
Metabolize Element [R] (Feat 8)
Archetype
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Trigger You take damage from a foe's spell or magical ability with the air, earth, fire, or water trait
Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the quickened condition until the end of your next turn. You can use the extra action only to Step or Stride.
Water Step (Feat 8)
Archetype
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Prerequisites Elementalist Dedication
You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.
10th Level Elementalist Feats
Rockslide Spell [A] (Feat 10)
Archetype
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Metamagic
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Earth
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Prerequisites Elementalist Dedication
You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.
12th Level Elementalist Feats
Redirect Elements [R] (Feat 12)
Archetype
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Trigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails
You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.
14th Level Elementalist Feats
Wind-Tossed Spell [A] (Feat 14)
Air
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Archetype
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Concentrate
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Metamagic
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Prerequisites Elementalist Dedication
You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's concealed condition and any cover they have from you. The spell gains the air trait.
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