====== Elementalist ====== **HP Per Level:** 5. **Keywords:** Elementalist, a keyword reflective of your choice of element (“Fire”, “Wind”, etc). The elementalist dedicates themselves to the study and mastery of the control of the elements. Through their study they gain access to powerful supernatural and magical abilities that give them dominion over the powerful facets of nature. === Note === This class can be found in the [[https://www.drivethrurpg.com/en/product/483997/gestalt-experienced-players-encyclopedia-of-esoterica|Experienced Players Encyclopedia of Esoterica]]. ===== Picking Your Element ===== The major choice of this class is which element you wish to pick. Most commonly this refers to a specific energy damage type. What defines an “element” is largely up to you and your GM; it should be a dialogue between you two and some fundamental aspects should be decided upon. Most importantly: “what damage type best represents it?” The most common energy damage types in this game are: acid, cold, electricity, fire. If your GM approves you playing an exotic elementalist nothing is off the table: pick any agreed upon damage type. This could be a physical damage type (“wind” could be slashing or force damage for example), a rarer energy type (“rot” could be necrotic or bleed damage), or even a damage type with some modifier (“crystal” might be precision based piercing damage). You can go even wilder and do things like, “milk”, “shame”, “burial pyre fire”, “glass”, “creativity”, “rust”, “blood”, “napalm”, or even “ghost”. ===== Elementalist Proficiencies ===== * Weapons * All Simple Weapons (Professional) * Defense: Professional * Armors: Light * Saves * Pick 1 Save (Professional) * Bonus Languages: 1 elemental language related to your chosen element. ===== Elementalist Skills ===== You are Professional in 2 skills of your choice. Additionally, you are Professional in Arcane Lore. ^ Level ^ Class Features ^ | 1 | Elemental Conversion, Elemental Resistance | | 2 | (Feat) | | 3 | Talent | | 4 | (Honor) | | 5 | (Ability Score Increase) | | 6 | Path | | 7 | (Feat) | | 8 | Talent | | 9 | (Honor) | | 10 | (Ability Score Increase) | | 11 | Elemental Eater, Elemental Communion | | 12 | (Feat) | | 13 | Talent/Order | | 14 | (Honor) | | 15 | (Ability Score Increase) | | 16 | Elemental Absorption | | 17 | (Feat) | | 18 | Talent | | 19 | (Honor) | | 20 | Capstone - Ascended Elemental, (Ability Score Increase) | ===== Class Features ===== ==== Elemental Conversion (1st Level) ==== You can conjure your element out of thin air, converting every spell to your element. **Benefit:** You can freely convert any energy damage you deal fully to that of your element. ==== Elemental Resistance (1st Level) ==== You have a natural resistance to your element. **Benefit:** You gain Resist (your element) equal to 10 + your level. **Boost:** You can spend a Hero Dice to be immune to damage from your element against a single attack. ==== Path (6th Level) ==== The branching and twisting path of elemental mastery allows one to specialize, twist, or even unify elements to fit one's true soul. **Benefit:** At 6th level select an elemental path. ==== Element Eater (11th Level) ==== Your element literally feeds you. **Benefit:** You may freely subsist by eating/consuming your element. Additionally, you are unharmed and can comfortably subsist on a single plane of your choice that reflects your element (as per a mundane life bubble effect). ==== Elemental Communion (11th Level) ==== You can speak through your element, allowing it to touch the heart of it and communicate your intentions. **Benefit:** You can freely converse with and understand things that share your element’s keyword. You can also treat natural elements of the world (plants, stones, weather phenomenon, rivers, etc) as if there were living, thinking, creatures with an Intelligence modifier of +0. === Sidebar: Elemental Communion === This goes further than simply being able to speak to elementals- if you were an earth elementalist maybe you could hear the thrumming of ancient boulders and ascertain from them that the giants carrying your friends went north or a storm elementalist may be able to yell at storms or chastise the lighting by making a Intimidate check against it. A bardic fire elementalist could coax an ember to burn bright again despite a cold wind with a rousing story and an exotic rot elementalist might be able to wink at a goblet of wine to give the drinker an upset stomach. The extent of this is fully up to the GM’s discretion and is a conversation to have with them- if it fits the story, go for it! ==== Elemental Absorption (16th Level) ==== Your element no longer harms you but instead fuels you. **Benefit:** You gain Absorb (your element). === Sidebar: Absorption === Absorbing your element means you are healed by it. Yes, using elemental absorption you can heal yourself! You are essentially trading actions to heal yourself. ==== Capstone: Ascended Elemental (20th Level) ==== You ascend to become the living embodiment of your element. You are made of your element... **Benefit:** You gain the outsider keyword, become immortal, and you have an Absolute bonus on attempts to influence the attitudes of creatures that share your elemental keyword. ===== Elementalist Talents ===== The following talents can be selected by an elementalist. You can’t ever select the same talent more than once unless otherwise noted. A talent must make sense with your element- try not to stretch it too much. It makes sense for a water elementalist to gain a swim speed with elemental movement but talking about how a fire elementalist gets a fly speed because they’re creating “thermals” is a bridge too far. As always, talk with your GM about what is appropriate. ==== Elemental Body ==== You wrap yourself in your element, becoming an elemental to wreak havoc on the battlefield. **Benefit:** Once per short rest, you can use the Transform action to convert yourself into an elemental of your element for 1 minute. In this state, you gain a slam attack with Professional proficiency, and are under the effects of a mundane fire shield innate spell (Arcane Lore). This fire shield effect deals damage based on your element. ==== Elemental Command ==== “I call upon the flames to do my bidding! Arise great elements and heed my call!” **Benefit:** You may cast charm as an innate spell (Arcane Lore) at will on any elemental. Additionally, if you are at least 5th level you may also cast dominate as an innate spell (Arcane Lore) at will on any creature that shares a keyword with your element. Finally, you may cast minor magic as an innate spell (Arcane Lore) on anything representing your element (GM’s discretion). ==== Elemental Eruption ==== You conjure a focused ball of elemental power, compressing it before releasing it in an explosion of raw power. **Benefit:** Once per turn you can take 2 actions to erupt in a blast of your element. All creatures within 10 feet of you take 1d6 points of damage + Charisma modifier + 1d6 additional damage at 3rd level and every odd level thereafter. You can include yourself in this if you wish. Creatures in the area can attempt a Reflex save (DC 10 + Spellcasting Proficiency) to avoid this damage. Additionally you automatically pass all skill checks to identify creatures who share a keyword with your element so long as the DC is 30 or less. This also applies to checks made to recall information about magic and locations related to your element. ==== Elemental Gate ==== Using your elemental power you can rip the wall between worlds asunder and pass between them to your elemental plan. **Benefit:** You may cast plane shift as an innate (Arcane Lore) spell at will but only to a single plane of your choice that reflects your element. ==== Elemental Movement ==== Soar like the wind, flow like a river. **Benefit:** Select one of the following forms of movement based on what is most fitting for your element. * Flight equal to half your movement speed. * Burrowing 5 ft. * Swimming equal to your movement speed. Selecting this also allows you to breathe underwater. ==== Elemental Shift-Step ==== You can teleport to sources of your element nearby to you. **Benefit:** As an action you can move up to your speed via teleportation so long as you end your movement adjacent to or in a space containing a focused example of your element (a bonfire, dust devil, dramatic rock formation, clear pond, etc) === Deeper Rules === * Line of...: You need both line of sight and line of effect to your destination when using shadowstep. * Dimensional Dervish: This is a similar ability to the kind of teleportation movement provided by the Dimensional Dervish feat. However, this works somewhat differently. If you have both (or some other similar ability) their distances don’t stack or otherwise interact. ==== Elemental Sublimation ==== You can merge into your element. **Benefit:** You can cast elemental enjoining as an innate (Arcane Lore) spell at will. You may only join with representations of your element. Rather than being cast as a ritual you can cast it as 2 actions (as per a normal, non-ritual, spell). ==== Elemental Vision ==== Your senses are highly keyed to the presence of your chosen element. **Benefit:** You gain Detect (your element) 120 feet and Pinpoint (your element) 10 feet. ==== Leylines of Power ==== You can draw power from your surroundings, making it harder to resist your elemental magics. **Prerequisites:** Spellcaster keyword. **Benefit:** Select a kind of terrain that best reflects your element with your GM. This can be as broad as “hot deserts”, “any body of salt water”, or “alpine forests” or as specific as “when in the presence of magical crystals” depending on the campaign setting. While in the chosen terrain, spells with a keyword that matches your chosen element your targets are Impaired 3 and Debuffed for the purposes of resisting or avoiding your spell. ==== Pass Through Element ==== “Why should a stone door bother an earth elemental?” **Benefit:** You can pass through solid objects of your element so long as you end your turn outside of it. ==== Physical Conversion ==== Your hammer can impart the crushing weight of the mountains, your sword the cutting edge of a crystal shard, and your bow sings with the wind. **Prerequisites:** Martial keyword. **Benefit:** Your elemental conversion class feature can now also convert physical damage you deal into your chosen element. ==== Primordial Kung Fu ==== You blend your element with a martial art to make something new (and probably pretty destructive). **Prerequisites:** Martial keyword. **Benefit:** You learn a rare elemental martial arts style appropriate to your element. (See the section on martial arts later in this book.) Additionally, you become Professional with martial arts styles. ==== Siphon Natural Element ==== You can draw power from representations of your element, using its natural majesty to renew yourself. **Benefit:** Select a kind of terrain that best reflects your element with your GM. This can be as broad as “hot deserts”, “any body of salt water”, or “alpine forests” or as specific as “when in the presence of magical crystals” depending on the campaign setting. Once per long rest when you are in an area of your element you can spend 1 action to draw energy out of it. When you summon this maelstrom of elemental energy you are treated as if you just had a short rest. ==== Summon Elemental ==== “To me, my elemental kin!” **Benefit:** You gain summon beast as an innate (Arcane Lore) spell, usable once per short rest. You can only summon elementals of your chosen element using this innate spell. **Boost:** You can spend a Hero Dice to cast this innate spell additional times per short rest. ==== Summon Elemental Weapon ==== Draw swords made of raging fire, spears of thunderous lightning, and axes of the bitterest frost. **Benefit:** As an action you can summon any weapon you are at least Professional in the use of to your hand. It is made of your element and deals a damage type exclusive to that element. === Deeper Rules === * Ranged Weapons: For ranged weapons you can use 100 GP worth of ammunition per short rest with this talent. * Summon: This is a summon but does not count against your total for maximum summons you can maintain. * Destroying: The weapon can be broken like a normal weapon of its kind. * Leaving Your Hand: Once an elemental weapon leaves your grip it dissipates after a round (same with elemental ammunition). ===== Elementalist Paths ===== ==== Path of the Harmonist ==== A harmonist is someone who embraces all the elements. They diffuse the light of their singular element like a prism, revealing the rainbow of elements that there are. **Rite:** You must perform a ritual, known as the “Ritual of the Prism”. This takes 24 hours and requires you to be in a place of perfect elemental harmony or to receive the blessing of a tremendously powerful harmonist or being who represents harmony. **Benefit:** Once the ritual is complete you can swap your element to any fundamental element (or back to your original element) by taking 2 actions. **Boost:** You can spend a Hero Dice to change your element to any of the fundamental elements (or back to your original element) as a reaction or a free action. === Sidebar: The Fundamental Elements === These are acid, cold, electricity, and fire. ==== Path of the Purist ==== You supercharge yourself with a singular element. **Rite:** This requires a ritual that takes 24 hours and either the heart/very essence of a powerful elemental of your element or you must be in a place of elemental power associated with your element (for example: the plane of that element). **Benefit:** When dealing damage with your chosen element (using magic, weapons, etc), add 1/2 your level to the damage roll. **Boost:** You can spend a Hero Dice to cause Absolute damage when you deal damage that is, innately*, your element. === Deeper Rules === * Innately: This means the elemental damage is not converted or changed to your element. ==== Path of the Twisted ==== You infuse yourself with a second element. **Rite:** A ritual that takes 24 hours and either the heart/very essence of a powerful elemental of the element you wish to “twist” yourself with or you must be in a place of elemental power associated with that element (for example: the plane of that element). **Benefit:** Once you perform your rite you have become something new- something bizarre and strange to the world. You now have two elements and all your abilities function normally based on both of them. === Deeper Rules === * Class Features & Talents: Whenever a single element is normally specified, it now applies to both of your elements. For example your Elemental Resistance class feature now grants you resistance against both elements. If you had something like elemental movement you’d have one movement option for your first element, and a second option that reflects your second element.