Elementalist Class

Overview

A conduit of natural and mystical elements who shapes raw forces into offensive bursts, protective wards, and battlefield manipulation.

Elementalists do not commune with spirits or shapeshift — instead, they command elemental currents through discipline and attunement. They pick one element at the start of their journey and gradually learn to weave multiple elements together. Their Rites produce blasts, shields, waves, tremors, and storm-like effects.

They excel at: Elemental ranged damage, Battlefield control, Environmental manipulation, Multi-element combos, Supportive and defensive spells

Main Stat

Wisdom (WIS)
Elemental force flows through intuition, attunement, and focus.

🛡️ Armor & Weapons
🎯 Saving Throws
  • Armor: Light armor

  • Weapons: Simple weapons

  • Shields: Not proficient

  • Wisdom

  • Intelligence

❤️ Hit Points
  • Starting HP: 12

  • Level 1 HP: 1d8 + CON modifier

  • Level Up HP: 1d4 + CON modifier

🧮 Proficiency Bonus
🪓 Starting Armor Class
  • Levels 1–4: +1

  • Levels 5–8: +2

  • Levels 9–10: +3

  • Base AC: 10 + DEX modifier

  • Light armor adds small boost

🧭 Common Activities

Elementalists often:

  • Sense the environment for elemental currents

  • Predict weather, tremors, or magical energy patterns

  • Harden or lighten terrain for allies

  • Attune to multiple elements to solve puzzles or bypass obstacles

  • Serve as environmental specialists

  • Blast enemies with natural force or channel protective auras

🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature

Each level gives:

  • More HP

  • +1 new Rite

  • Ability Score Increases at Levels 4 & 8

  • Proficiency increases at Levels 5 and 9

Channel Element

When you cast a Rite of your attuned element, apply a minor extra effect per damage roll:

  • Fire: Target takes +1 burn damage next turn

  • Water: Target loses 5ft movement

  • Wind: Push target 5ft

  • Earth: You gain +1 AC until next turn

  • Light: Heal an ally 2 HP

  • Dark: Deal +1 necrotic damage

This triggers once per turn.

🔮 Elementalist Rites
🔱 Elementalist Rite List (Choose 1 at each level)

Elemental techniques shaped by focus and attunement.

Rite Test:

d20 + WIS modifier + Proficiency Bonus vs DC 12

Level 1 Rites

Flame Orb - Fire a Flame Orb dealing 2d6 fire damage in a 15ft area.

Tidal Grasp - Pull a enemy or ally 20ft toward you with a swirling water vortex.

Gale Step - Move 10 ft and gain +2 AC until your next turn.

Stonewall - Create a 10ft-tall stone barrier that provides cover for 1 round.

Lightwave - Emit a pulse of light that blinds a target (WIS save) for 1 round.

Dark Spiral - Deal 1d8 dark damage and reduce the target’s hit chance by –1 for 1 round.

Level 3 Rites

Elemental Snap - Choose a location within 40ft. Deal 4d4 damage of your chosen element in a 10ft radius.

Multicaster - Roll a Rite test with Disadvantage. If you succeed, you can cast 2 Rites a turn, for the rest of combat, starting immediately.

Deep Attunement - All allies within 20ft gain +1 to ALL Rite Tests.

Elemental Breath - Unleash your choice of attuned element in a 90degree, 15ft cone for 3d6 elemental damage.

⚔️ Unique Class Mechanic

Elemental Attunement

Choose one element at Level 1:

  • Fire

  • Water

  • Wind

  • Earth

  • Light

  • Dark

You gain +1 to Rite Tests using this element.

At Level 3, you gain Dual Attunement — pick a second element.