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Elementalist Many a soul has been touched by the wonders of the natural
world. Elementalists take this a step further, inspired by mighty
demonstrations of natural power. It is this inspiration that drives
elementalists to adventure, seeking out new elemental shapes to
The elf, her face contorted with rage, slammed her stony fist into imitate and command. A storm elementalist who witnesses a cata-
the orc. The greenskin’s body crumpled beneath the impact, felled strophic lightning storm may spend years attempting to harness
by a single blow. Turning to face the remaining horde, four such strength. Through such immersion into the cacophonous ex-
more earthen limbs emerged from the woman’s torso, six sets of perience countless times, a deeper understanding of the storm’s
knuckles cracking in anticipation. true nature is gained. This attitude has afforded elementalists a
reputation for extreme eccentricity, prone to diving headfirst into
The halfling drifted through the air with a gleeful laugh, whatever calamity presents itself. The wise treat elementalists with
holding aloft the golden idol. Each time he neared the ground considerable caution and respect, while the foolish mistake their
a blast of air launched him skyward, staying just out of reach adventurous nature for hotheaded recklessness.
of the angry kobolds swarming below. No matter how many
Learning by doing is an elementalist’s creed, and veterans are
arrows were loosed, none could find their target as providential
among some of the most knowledgeable persons across the planes.
winds kept the thief safe from harm.
A water elementalist could give a weeklong lecture about the ex-
act properties, forces, and morphologies of waves, while an earth
Three days ago, the Wayfarer Inn was consumed in a colossal elementalist can identify the origin, age, and composition of stone
blaze. Witnesses state that a half-orc had been seen striding at a glance. Elementalists have little use for books or libraries—
forth from the inferno, commanding the deadly flames. No unless it’s a fire elementalist looking to test the combustibility of
bodies were recovered from the ruins. The fire had burned so hot paper. Their formidable intellect is focused toward what is in front
that not even that night’s profits survived. of them, and the secrets of their powers are shared only with their
most trusted compatriots. A powerful elementalist is one who has
mastered every detail of a chosen element, proving one’s under-
Scientists, warriors, and spiritualists, elementalists use their standing with titanic displays of power.
formidable intellect to master the fundamental components that
make up the world. When elementalists see the strength of the Elementalists are changed by their practice, adopting the virtues
mountain, the fury of a hurricane, the beauty of fire, or the grace of elements they master in the form of personality traits. As the
of a river, they recognize more than natural wonder. These are tools elements possess a diverse pool of characteristics, so do those who
that can be used with deadly precision to accomplish miraculous master them. An earth elementalist may be as stubborn as a block
magical achievements that leave other adventurers speechless. of granite, or as welcoming as fertile earth from a prosperous farm-
land. This change in personality is no coincidence. As elementalists
PRIMAL FORCES grow to understand their element, they become more of a reflec-
tion of its nature. The greatest of elementalists are transcended, a
While scientific elements such as potassium or carbon exist in a perfect synergy of flesh and elemental power.
world of fantasy, they are not necessarily the fundamental building
blocks of a universe filled with dungeons and dragons. In most set- IN NEXUS: THE CONFLUX OF ELEMENTAL POWER
tings, the traditional elements of earth, fire, air, and water are essen-
tial components that have a special magic in their own right. Many Elementalists are a part of Nexus’s history. Without their ability to
magic-users can call upon these elements: druids use the natural shape and mold the world around them, the city would never have
aspect of the elements, clerics use divine power to command them, become the wonder it is today. Air, earth, fire, and water were unit-
while other spellcasters bind them with magic. Elementalists are ed in their dedication to the city and learning all they could from
different. Each understands that an element is one of the most Heletek Pyeha. Within the Emerald Wilds the elementalists honed
basic and powerful forces in the multiverse. While others trouble their craft, eventually establishing a series of elemental “gardens”
themselves with mercurial otherworldly patrons, troublesome dei- where they could study in peace. Filled with pools of pure elements,
ties, convoluted spells, or mother nature, elementalists wield some plenty of space to practice, and overseen by dedicated instructors, the
of the purest expressions of magic ever witnessed. How elemen- Conflux of Elemental Power is a home for all aspiring and devel-
talists accomplish this extraordinary feat is the subject of much oping elementalists. There, one can find eight masters: Shek-Kali,
debate. Each approach is unique, though all elementalists share in avatar of air (level 26 high elf avatar); Toridoroth the Breaker,
the belief that an appropriate perspective and deep understanding avatar of earth (level 26 half-orc avatar); Esteeria, avatar of fire
of the elements is essential to their craft. The most powerful of (level 26 deep gnome avatar); Shivalka, avatar of ice (level 26
elementalists treat these mighty forces as extensions of themselves, goliath avatar); Petalina, avatar of life (level 26 tabaxi avatar);
controlling a roaring inferno or titanic earthquake as naturally as Clangor the Warrior, avatar of metal (level 26 battleforged ava-
one would breath. tar); The Destroyer, avatar of storms (level 26 lizardfolk avatar);
and Subberache, avatar of water (level 26 human avatar). By
their hand any can learn the ways of the elementalist, so long as
one demonstrates a willingness to change and respect tradition.
At 5th, 10th, 15th, and 20th level, the radius of this feature in- • If you fall unconscious while one or more of your shapes are
creases according to your class progression table. in effect, those shapes immediately end.
Duration. Each shape has a duration that indicates how long its • As an action you can dismiss any shape you have created,
effects last, which can be expressed as instantaneous or longer. Note ending its effect instantly.
that elementalists do not need to concentrate on a shape to maintain
its effects for a duration but have other restrictions that influence Augmenting. All elemental shapes can be improved or expanded,
their shapes’ ability to persist, which are detailed as follows. but only by experienced elementalists of 3rd level or higher. The
details of augmenting are found in your Elemental Empowerment
• If you have created a shape and then create another of that feature detailed later in this section.
shape before the duration of the first ends, the first shape
immediately ends.
The Elementalist
Proficiency Elemental Shapes Known Primal
Level Features Elemental Influence
Bonus Basic Advanced Expert Master Power
Elemental Affinity,
1st +2 Nexus of Power, 30 ft. + 10 ft. × Constitution modifier 2 – – – 4
Primordial Energy
Fire Ignan
The Magic of Elementalism
Shadow Deep Speech
Foundation of Elementalism. Elementalists use their
sharp intellects to engineer complex elemental shapes. It is a Water Aquan
simple matter to make the elements move, but transforming
them into complex tools and weapons takes real creativity.
Elemental Empowerment
However, you may disagree as to why elementalists use
Starting at 3rd level, you learn the necessary skills to empower
Intelligence for their shaping ability. Perhaps Wisdom
may be more appropriate, as one must understand and your elemental shapes by strengthening your connection to the
“feel” the elements in order to use them. Even Charisma elements. To augment a shape, you must first attune yourself to
could be a viable alternative, as an elementalist could use the elemental energies around you, synchronizing your mind, body,
force of personality to command the elements into shape. and spirit. At the start of each of your turns, you can choose to
We chose Intelligence for the sake of balance, as it is an immediately expend all of your movement (if any), instead spend-
underrepresented ability score in the realm of 5th Edition. It ing that energy on focusing your mind. When you do so you are
also makes elementalists feel unique, with their power coming considered empowered until the start of your next turn or until you
from a discipline that is less common among other classes. augment an elemental shape (whichever comes first).
However, if a different style of elementalist exists in
If you create a shape while empowered, you can expend additional
your campaign, you may choose to alter an elementalist’s
shaping ability to either Wisdom or Charisma. As long primal power as detailed in the “augment” section of its descrip-
as you change nothing else about the elementalist, this tion. You can augment a shape multiple times in a single creation,
alteration has very little impact on class balance. Wisdom is provided you have the necessary primal power to do so, and pro-
considered a strong ability score, so any elementalists using vided the total primal power expended to both create and augment
that as their shaping ability will have a slight edge over the shape does not exceed your elementalist level.
other elementalists.
Elemental Allies
Elemental Spellcasting. While shapes are not spells, the At 7th level, you can call upon low elementals to serve you in bat-
act of creating a shape is akin to casting a spell. Shapes
tle. As an action you can expend 9 primal power to cast the spell
are considered spells for the purposes of interacting with
conjure minor elementals without the need for any components.
features that affect or react to spells. Basic shapes are
roughly equivalent to 2nd-level spells, advanced shapes Elementals you create using this feature must always be of a type
to 4th-level spells, expert shapes to 6th-level spells, and associated with your elemental affinity (for example, earth elemen-
master shapes to 8th-level spells. Use this as a rough talists will always create elementals composed at least partly of
reference if you encounter an effect that seems like it earth, such as dust, magma, or mud mephits, or earth elementals).
should interact with an elementalist’s elemental shapes and If you are empowered when you use this feature, you can choose
their creation. to end your empowerment and expend additional primal power
to increase the level of the spell. For every 4 primal power you
expend in this manner, you increase the level of the spell by two. water elementalists or earth and air elementalists is legendary, as
You cannot expend an amount of primal power greater than your they are incompatible on almost every level. An alphabetical list
elementalist level in this manner. of elemental affinities available to an elementalist follows.
When you take this action, you can instead target an ally within
your area of elemental influence, guiding the target’s attacks with
powerful winds. Until the end of its next turn, when that ally next
makes a ranged weapon attack, it has advantage on the attack roll
and deals an extra 1d6 bludgeoning damage on a successful hit.
In either case, this damage increases by 1d6 at 6th level, and again
at 10th, 14th, and 18th levels.
Ways of Air
Your close relationship with air has taught you many things. At 1st
level you gain proficiency in calligrapher’s supplies.
in, you become empowered, as per your Elemental Empowerment at 10th, 14th, and 18th levels. If you take a hybrid elemental af-
feature. finity when you reach 10th level, this feature can affect both the
elements of earth and your chosen hybrid element.
Grace of the Wind
By 14th level your body moves as effortlessly as the wind itself. You Rock Solid
gain proficiency in Dexterity saving throws and Acrobatics. At 6th level, your mind and body are especially durable against ef-
fects that would lay you low. You have advantage on saving throws
Master Air against effects that would cause you to be incapacitated, paralyzed,
At 18th level you have mastered the element of air, gaining almost petrified, stunned, or unconscious on a failure.
complete control over the air in your area of elemental influence.
At the start of each of your turns you can choose to affect that area Seismography
and cause one of the following effects. Starting at 10th level, you can sense the vibrations in the earth to
detect the precise location of creatures. While you are standing on
• End any light or strong winds in the area. the ground, you have tremorsense out to a range of 15 feet. At 18th
• Create a light or strong wind in a direction of level, the range of your tremorsense increases to 30 feet.
your choice in the area.
Earthen Might
Creatures of your choice within the area are immune to the effects At 14th level, your body becomes infused with the strength of stone.
of this feature. You gain proficiency in Strength saving throws and Athletics.
Ways of Fire This damage increases by 1d4 at 6th level, and again at 10th, 14th,
Your love of fire and how to use it has inspired you to take up ar- and 18th levels.
tistic crafts. At 1st level you gain proficiency in glassblower’s tools.
Ways of Water
Additionally, as an action you can subtly manipulate fire within The subtleties and beauty of water has inspired you to take up the
your area of elemental influence. These effects are always harmless, sciences. At 1st level you gain proficiency in alchemist’s supplies.
can only affect a 5-foot cube of area, and cannot interfere with the
properties of magical effects, only natural ones. Examples of such Additionally, as an action you can subtly manipulate water in your
effects include lighting a candle, extinguishing a fireplace, or burn- area of elemental influence. These effects are always harmless, can
ing a symbol into a piece of wood. The size of the cube you can only affect a 5-foot cube of area, and cannot interfere with the
affect in this manner increases by 5 feet at 6th level, and by another properties of magical effects, only natural ones. Examples of such
5 feet again at 10th, 14th, and 18th levels. If you take a hybrid effects include creating a moving sculpture in a pond, making a
elemental affinity when you reach 10th level, this feature can affect stream flow uphill, or providing shelter from the rain. The size of
both the elements of fire and your chosen hybrid element. the cube you can affect in this manner increases by 5 feet at 6th
level, and by another 5 feet again at 10th, 14th, and 18th levels.
Fireproof If you take a hybrid elemental affinity when you reach 10th level,
At 6th level, your constant exposure to flames has granted you this feature can affect both the elements of water and your chosen
resistance to fire damage. At 14th level, you instead have immunity hybrid element.
to fire damage.
Tidewalker
Pour It On At 6th level, your affinity with water grants you a swimming speed
At 10th level when you create a shape that deals damage and aug- equal to your walking speed, and you can breathe underwater.
ment it, the first time the shape deals damage, it deals extra dam-
age equal to the amount of primal power expended to augment Crushing Tide
the shape. At 10th level, creatures have disadvantage on the first saving throw
they make against shapes you have augmented.
Fury of the Flames
At 14th level the roaring power of fire is reflected in your per- Wisdom of the Waves
sonality. You gain proficiency in Charisma saving throws and At 14th level the flexible nature of water defines your understand-
Intimidation. ing of the world. You gain proficiency in Wisdom saving throws
and Insight.
Master Fire
At 18th level, you have mastered the element of fire. When you Master Water
would deal fire damage in an area, you can choose to also damage At 18th level, you have mastered the element of water in your area
unattended objects and structures in that area. of elemental influence, granting you the following benefits.
ICE • Allied creatures in the area can finish a short rest in half the
usual time as long as they remain within the area for the
If you select ice as your hybrid element, when you would gain your entire duration of the rest.
Elemental Affinity features as you advance as an elementalist, you • Allied creatures that finish a short rest in the area are cured of
instead gain the following features. any poisons or disease.
Ice Elementalism Once you have used this feature, you must finish a long rest before
At 10th level you have learned how to seamlessly weave the hy- you can use it again.
brid element of ice into your shapes, granting you the following
benefits. Lifebringer
At 18th level, you can use the element of life to bring a creature
• When you create a shape that deals damage, you can back from the dead. As an action, you can touch the body of a crea-
choose to have it deal cold damage instead of its normal ture and expend 18 primal power. Doing so restores the creature to
damage type. life with all its hit points, cures all disease, closes all wounds, and
• You are immune to cold damage. neutralizes all poisons, but does not replace damaged or missing
organs and limbs.
Ice Age
At 14th level, as an action you can fill your area of elemental in- METAL
fluence with freezing fog for 4 hours. The following effects occur
within your area of elemental influence for the duration or until If you select metal as your hybrid element, when you would gain
you dismiss the effects as an action. your Elemental Affinity features as you advance as an elementalist,
you instead gain the following features.
• The temperature drops to extreme cold.
• The entire area is lightly obscured. Metal Elementalism
• Nonmagical fires are extinguished. At 10th level, you can increase the deadly power of your elemental
shapes by adding the metal element. When you create a shape that
Once you have used this feature, you must finish a long rest before deals damage, you can choose to have it deal bludgeoning, piercing,
you can use it again. or slashing damage instead of its normal damage type.
Frozen Doom Additionally, you are proficient in martial weapons that are made
At 18th level, you can freeze solid those who suffer your icy wrath. of metal.
When a creature you can see fails a saving throw against one of your
elemental shapes, you can take a reaction and expend 5 primal power Finally, you can create elemental shapes while holding a weapon
to attempt to freeze the creature solid. The target must succeed on a made of metal as though the hand holding the weapon were free.
Constitution saving throw or be paralyzed until it takes fire damage
or it is exposed to temperatures higher than 32 degrees Fahrenheit Arsenal
for 1 hour. At the end of each of its turns, an affected creature can At 14th level, you are proficient in light, medium, and heavy armors
repeat the Constitution saving throw, ending the effect on a success. that are made of metal.
LIFE Additionally, when you touch an object made of metal, you learn
its current hit points and AC.
If you select life as your hybrid element, when you would gain your
Elemental Affinity features as you advance as an elementalist, you Heavy Metal
instead gain the following features. At 18th level, when a creature that fails a saving throw against one
of your shapes by 10 or more and takes bludgeoning, piercing, or
Life Elementalism slashing damage as a result, it instead takes double that damage.
At 10th level, you can imbue your shapes with elemental life.
When you create a shape, you regain hit points equal to the STORM
amount of primal power you expended creating and augmenting
it (when applicable). If you select storm as your hybrid element, when you would gain
your Elemental Affinity features as you advance as an elementalist,
Additionally, when you create a shape that deals damage, you can you instead gain the following features.
designate a number of creatures you can see up to your Intelligence
modifier to be immune to damage dealt by that shape. Storm Elementalism
At 10th level, you can charge your shapes with the fury of a storm.
Bountiful Paradise When you create a shape that deals damage, you can choose to
At 14th level, as an action you can flood your area of elemental have it deal lightning or thunder damage instead of its normal
influence with vitalizing energy for 1 hour. The following effects damage type.
occur within your area of elemental influence for the duration or
until you use an action to dismiss the effects. Additionally, you have resistance to lightning and thunder damage.
When an elementalist would learn an elemental shape, • Water. The ball deals slashing damage. Additionally, when the
they may instead learn two spells from any class spell list of shape ends, the ball explodes in a 30-foot-radius sphere, and
a level detailed in the Elemental Spellcasting chart. A spell you roll the ball’s spell attack damage dice. Creatures of your
learned by an elementalist in this manner is considered choice in the area of the explosion regain a number of hit
an elemental shape instead of spell, following the rules of points equal to the amount rolled.
elemental shaping detailed in this chapter. Additionally,
each spell has a primal power cost determined by its level, Augment. When you create this shape while empowered, you can
as detailed in the table. A spell’s level can be increased expend additional primal power. For each 3 primal power so ex-
by augmenting it. For every 2 primal power expended pended, you create an additional elemental ball in an unoccupied
augmenting a spell, its level increases by 1 to a maximum space you can see within your area of elemental influence. When
of 9th level. you take an action to move a ball created in this manner, you can
choose to move all balls created by this effect and make a single
melee spell attack with each of them.
• Air. The effect deals thunder damage. Additionally, Augment. When you create this shape while empowered, you can
on a failed save, creatures and unattended objects not expend additional primal power to conjure an additional sphere of
completely tied down within the area are pushed away water for every 2 primal power expended in this manner.
from you to the end of the cone or until they encounter
a solid object.
Launch BASIC
• Earth. The effect deals bludgeoning damage.
Additionally, any ground in the area becomes difficult Primal Power Cost: 1
terrain. Shaping Time: 1 bonus action
Duration: Instantaneous
• Fire. The effect deals fire damage. Additionally, on a
failed save a creature is blinded until the start of its next You project a blast of elements that throws you into the air. The
turn. shape pushes you in a straight line in a direction of your choice up
to 30 feet. At the end of your movement you land on your feet un-
• Water. The effect instead deals half of the damage less you fell at the end of that movement. Additionally, this shape
rolled as bludgeoning damage to enemies in the area creates the following effects according to your elemental affinity.
(rounded down). Creatures of your choice in the area
regain a number of hit points equal to the other half of • Air. If you fall at the end of the movement, your rate of
the damage rolled (rounded up). descent slows to 30 feet per round for 1 minute. If you
land before the minute is up, you take no falling damage,
Augment. When you create this shape while empowered, you can land on your feet, and the effect ends.
expend additional primal power. For every 2 primal power so ex-
pended, the size of the cone increases by 15 feet, and the damage • Earth. If you make a melee attack immediately at the
increases by 2d6. end of the movement provided by this shape, you deal an
additional 1d4 damage on a successful hit for every 10
feet you traveled via this shape.
Combustion BASIC
• Fire. You create a 10-foot-radius blast of flame centered
Prerequisites: Fire affinity on the space you occupied when you created this shape.
Primal Power Cost: 2 Creatures within the area must succeed on a Dexterity
Shaping Time: 1 action saving throw or take 1d4 fire damage for every 10 feet
Duration: 1 round the shape attempted to throw you.
You infect a creature you can see within the area of your elemental • Water. Instead of throwing you, you can choose for the
influence with an explosive charge. At any time while the shape shape to throw a willing creature of your choice within
is in effect, you can take a reaction to cause the charge to explode the area of your elemental influence.
from the target in a 5-foot radius. Creatures in the area must at-
tempt a Dexterity saving throw, taking 3d10 fire damage on a Augment. When you create this shape while empowered, you can
failure, or half as much on a success. If you have not expended expend additional primal power. For every 1 primal power so ex-
the charge in this manner before the duration ends, the charge pended, you increase the distance of the launch by 10 feet.
explodes at the end of its duration.
Augment. When you create this shape, you can expend additional
primal power. For every 3 primal power so expended, the duration
of the effect increases by 1 round. Additionally, at the beginning of
each of your turns while the effect persists, the damage dealt when
the charge explodes is increased by 3d10.
• Air. If the damage was from a ranged weapon attack • Water. The pathway is composed of clear, blue water.
and you reduce the damage you take from the triggering When an enemy creature comes into contact with the
attack to 0 with this shape, you may change the target pathway for the first time in a round, it must succeed on
of the attack to a creature within 60 feet of you. Instead a Strength saving throw or be pushed to either end of
of using the attack’s original attack roll, you must make the pathway (your choice as to which end).
a ranged spell attack with the weapon or ammunition
as part of the same reaction, dealing the attack’s damage Augment. When you create this shape while empowered, you can
and causing its effects on a success. expend additional primal power. For every 2 primal power so ex-
pended, you can increase the length of the line by 30 feet or the
• Earth. Until the start of your next turn you have half width of the line by 10 feet.
cover from attacks and effects outside of your space.
• Fire. Creatures within 5 feet of you take fire damage Updraft BASIC
equal to the amount of damage reduced.
Prerequisites: Air affinity
• Water. A creature of your choice within your area
Primal Power Cost: 1
of elemental influence that would also take damage
Shaping Time: 1 action
from the triggering effect is also affected by this shape,
Duration: Instantaneous
reducing the damage it takes by the amount rolled by
this shape. You generate a tremendous blast of air in a 5-foot square you can
see within your area of elemental influence. Unsecured creatures
Augment. When you create this shape while empowered, you can completely within the area must succeed on a Strength saving
expend additional primal power. For every 3 primal power so ex- throw or be thrown 30 feet straight upward, or half as far on a
pended, the damage reduced by the shape increases by 1d12. success.
Augment. When you create this shape while empowered, you can
expend additional primal power. For every 2 primal power so ex-
pended, you increase the area of the effect by one 5-foot square and
the height affected creatures are thrown by 20 feet.
• Air. The wall is composed of swirling air and is invisible. • Fire. While affected by the shape, the target is wracked
Arrows, bolts, and other ordinary projectiles launched by agonizing pain. When it attempts to speak, it must
at targets behind the wall are deflected upward and first succeed on a Constitution saving throw or instead
automatically miss (boulders hurled by giants or siege emit only agonized screams for the remainder of that turn.
engines, or similar projectiles are unaffected.). Additionally, affected creatures cannot have resistance to
fire damage, and affected creatures immune to fire damage
• Earth. The wall is composed of heavy stone and is a are instead resistant to it.
structure. Each 10-foot section of the wall is an object
with an AC equal to your elemental save DC and has 30 • Water. While affected by the shape, the target cannot
hit points. Additionally, the wall does not vanish when it regain hit points and has disadvantage on Intelligence,
leaves your area of elemental influence. Wisdom, and Charisma saving throws.
• Fire. The wall is composed of roaring flames and is Augment. When you create this shape while empowered, you can
opaque. Creatures passing through the wall for the first expend additional primal power. For each 5 primal power so ex-
time on a turn or that start their turn within the wall pended, you can target an additional creature within range.
must succeed on a Dexterity saving throw or take 2d8 fire
damage.
Bolt ADVANCED
• Water. The wall is composed of rising water and is
translucent. At the start of each of your turns the wall Primal Power Cost: 3
moves away from you at a speed of 20 feet. Creatures that Shaping Time: 1 action
the wall encounters during this movement must succeed Duration: Instantaneous
on a Strength saving throw or be pushed ahead of the wall
You call down three elemental bolts from above, each of which
for the remainder of its movement. Creatures attempting
land in different 5-foot spaces you can see within your area of el-
to move into the wall must use their swimming speed (if
emental influence. Creatures in those spaces take 1d8 damage of
any) or swim through it, and the interior of the wall is
the type corresponding to your elemental affinity, in addition to
considered difficult terrain.
the following effects.
Augment. When you create this shape while empowered, you can
• Air. The shape deals bludgeoning damage and pushes
expend additional primal power to increase the size of the wall. For
affected creatures 5 feet away from the affected space.
every 1 primal power so expended, you can increase the length of
the wall of 10 feet or the height of the wall by 5 feet. • Earth. The shape deals piercing damage and if the
affected spaces are on the ground, they become difficult
terrain.
Advanced Shapes
• Fire. The shape deals fire damage, and each bolt deals
Bind ADVANCED additional fire damage equal to your shaping ability
modifier.
Primal Power Cost: 5
Shaping Time: 1 action • Water. The shapes deals bludgeoning damage.
Duration: 1 minute Additionally, if an allied creature would take damage
from a bolt, it instead takes no damage and regains 1d8
You attempt to entrap a creature you can see within your area of hit points.
elemental influence with elemental bonds. The target must succeed
on a Strength saving throw or become restrained for the duration. A Augment. When you create this shape while empowered, you can
target so restrained can repeat the saving throw at the end of each of expend additional primal power. For every 2 primal power so ex-
its turns, ending the effect on a success. Additionally, the shape gains pended, you can create an additional bolt.
the following property according to your elemental affinity.
against the block, you may record the damage and push the block
Bubble ADVANCED
up to 60 feet away from you in a straight line along the ground. If
the block encounters a creature along its path, the creature must
Prerequisites: Water affinity
succeed on a Dexterity saving throw or take bludgeoning damage
Primal Power Cost: 4
equal to your attack’s damage. If the encountered creature is the
Shaping Time: 1 bonus action
Medium or smaller, it must succeed on a Strength saving throw or
Duration: 1 minute
be pushed ahead of the block for the remainder of its movement,
You wrap a friendly creature you can see within your area of el- otherwise the block’s movement ends.
emental influence in a bubble of clear liquid for the duration. The
target gains 20 temporary hit points for the duration of the shape Augment. When you create this shape while empowered, you can
and has partial cover from everything outside the bubble, and expend additional primal power. For every 3 primal power so ex-
vice versa. The bubble moves with the creature when the creature pended, all the block’s dimensions increase by 5 feet.
moves, and it is translucent, allowing creatures to see both into
and out of it (though proportions are considerably distorted). As
a bonus action you can dismiss the bubble or cause it to fly up 30 Suffocate ADVANCED
feet, moving the creature within. This shape immediately ends if
the target’s temporary hit points granted by this shape are reduced Prerequisites: Air affinity
to 0. Primal Power Cost: 4
Shaping Time: 1 action
Augment. When you create this shape while empowered, you can Duration: 10 minutes
expend additional primal power. For every 3 primal power so ex-
You surround a creature you can see within your area of elemental
pended, the target gains an additional 10 temporary hit points, and
influence in a layer of thin air that prevents it from breathing for
when you take a bonus action to move the bubble, it can move an
the duration. The target must succeed on a Constitution saving
additional 5 feet.
throw to hold its breath or immediately begin suffocating. At the
end of each of its turns, the target can repeat the saving throw, end-
ing the effect on a success.
Plasma Ray ADVANCED
Augment. When you create this shape while empowered, you can
Prerequisites: Fire affinity expend additional primal power. For every 4 primal power so ex-
Primal Power Cost: 5 pended, you can target an additional creature within range.
Shaping Time: 1 action
Duration: Special (see description)
You fire a beam of superheated plasma at a creature you can see Upgrade ADVANCED
within your area of elemental influence, making a ranged spell at-
tack against the target. On a hit, the target takes 2d10 fire and Primal Power Cost: 4
2d10 radiant damage, and you project a continuous stream of Shaping Time: 1 action
plasma between you and the target. On each of your turns you use Duration: 1 minute
your action to make a ranged spell attack against the target, deal- You augment your form with elemental power, creating new ex-
ing 2d10 fire and 2d10 radiant damage on a successful hit. A target tremities out of primal material. The type and nature of your new
reduced to 0 hit points from this effect is reduced to a fine ash. The extremities are determined by your elemental affinity.
effect ends after 1 minute has passed, if you become unable to see
the target, or if you do not take an action to maintain the effect. • Air. You form a pair of wings composed of graceful air, which
increase your walking speed by 30 feet. Additionally, you
Augment. When you create this shape while empowered, you can float just above any surface you are standing on and can move
expend additional primal power. For every 3 primal power so ex- along vertical surfaces or across liquids without falling during
pended, a successful hit with the shape deals an additional 1d10 your turn.
fire and 1d10 radiant damage.
• Earth. You create a pair of powerful arms composed of earth.
Each arm works just like your normal arms, providing you
Stone Block ADVANCED with an extra free hand. When you take the Attack action,
you may make an additional attack for every pair of arms you
Prerequisites: Earth affinity create with this shape.
Primal Power Cost: 4
Shaping Time: 1 bonus action • Fire. You create a pair of eyes formed of burning flames that
Duration: 1 hour float in front of your face. When you create a pair of eyes in
this manner, you may choose a single creature you can see
You cause a stone block to erupt from the ground in an unoccupied within range. For the duration of the shape, that creature
space within 5 feet of you. The block is a 5-foot-by-5-foot cube, cannot be hidden from you and has disadvantage on saving
a Medium object, has an AC equal to your elemental save DC, throws against you.
and has 80 hit points. When you make a successful melee attack
Vortex ADVANCED
Breach EXPERT
Primal Power Cost: 5
Shaping Time: 1 action Primal Power Cost: 7
Duration: 1 minute Shaping Time: 1 action
A spiraling mass of elements appears in a 20-foot radius that is Duration: Instantaneous
5 feet high centered on a point you can see on the ground within You attempt to shatter the bonds of magic with your elemental
your area of elemental influence. Until the effect ends, the area is power. As a part of creating this shape you must choose a creature,
difficult terrain, and any creature that starts its turn within the area object, or magical effect within your area of elemental influence. If
must succeed on a Strength saving throw or take 4d6 damage of the target is under the effects of a spell, you must attempt on an
a type according to your elemental affinity and be pulled 10 feet Intelligence ability check, immediately ending the spell on a suc-
toward the center of the effect. This shape has the following prop- cess. The DC equals 10 + the spell’s level. If the target is affected
erties according to your elemental affinity. by multiple spells, you must attempt to end the highest-level spell
possible. Additionally, on a successful check the shape gains the
• Air. The shape can be centered on a point you can
following benefits according to your elemental affinity.
see within the area, instead of a point on the ground.
Additionally, the effect deals thunder damage, and any • Air. If the target of the shape is a creature, it is pushed
creatures within the effect are deafened for as long as 30 feet in a straight line in a direction of your choice.
they remain within the area.
• Earth. If the target of the shape is a creature, it cannot
• Earth. The effect deals bludgeoning damage. cast non-Epic spells until the end of its next turn. If the
Additionally, a creature starting its turn within the target of the shape is an object, it becomes vulnerable to
vortex must succeed on a Strength saving throw or damage until the start of your next turn.
have its speed reduced to 0 until the end of its turn.
• Fire. If the target of the shape is a creature or object, it
• Fire. The effect deals fire damage. Additionally, if a takes 1d10 fire damage per level of the spell ended by the
creature starts its turn in the center of the effect’s area, shape.
damage it takes from the vortex is doubled.
• Water. You regain 1d6 hit points per level of the spell
• Water. The effect deals bludgeoning damage. ended by the shape.
Additionally, creatures of your choice are immune to
all effects of the shape. Augment. When you create this shape while empowered, you can
expend additional primal power. For every 3 primal power so ex-
Augment. When you create this shape while empowered, you can pended, you can choose an additional target for the shape or at-
expend additional primal power. For every 3 primal power so ex- tempt to end an additional spell on a target of the shape.
pended, you can increase the radius of the effect by 10 feet and the
damage of the effect by 1d6.
Augment. When you create this shape while empowered, you can
Prerequisites: Fire affinity
expend additional primal power. For every 4 primal power expended,
Primal Power Cost: 9
you increase the width of the line by 5 feet, and the maximum size
Shaping Time: 1 action
of a creature the cyclone can affect increases by one size category.
Duration: 1 minute
You superheat a single object or creature you can see within the area
Flood EXPERT of your elemental influence for the duration. At the start of each of
its turns, the target must succeed on a Constitution saving throw or
Prerequisites: Water affinity lose 8d6 hit points, or half as much on a success, and its hit point
Primal Power Cost: 9 maximum is reduced by an amount equal to the hit points lost.
Shaping Time: 1 action This reduction ends if the target is affected by a greater restoration
Duration: 1 minute or heal spell, or similarly powerful healing magic. A target reduced
to 0 hit points by this shape is melted down into charred remains.
You flood your area of elemental influence with water that is 5 feet
This shape ends if the target succeeds on three Constitution saving
deep. The water appears on the ground and flows in directions de-
throws against the effect over the course of its duration.
termined by the terrain. Water from this shape that flows outside
of your area of elemental influence vanishes, and any water that Augment. When you create this shape while empowered, you can
leaves the area is magically replenished instantly. The area is con- expend additional primal power. For every 5 primal power so ex-
sidered difficult terrain for creatures without a swimming speed. pended, the number of hit points the target loses increases by 8d6.
Additionally, while you are completely submerged within the wa-
ter created by the flood, you are always empowered, as per your
Elemental Empowerment feature. The shape immediately ends if Meteor EXPERT
no area of your elemental influence is in contact with the ground.
Primal Power Cost: 8
Augment. When you create this shape while empowered, you can
Shaping Time: 1 action
expend additional primal power. For every 2 primal power so ex-
Duration: Instantaneous
pended, the depth of the flood increases by 5 feet.
You conjure an elemental explosion centered on a point you can
see within your area of elemental influence. The explosion is a
Gift EXPERT 20-foot-radius sphere and has properties according to your el-
emental affinity.
Primal Power Cost: 8
Shaping Time: 1 action • Air. Creatures in the area must succeed on a Constitution
Duration: 1 minute saving throw or take 8d10 bludgeoning damage and be
knocked unconscious until the start of their next turn. A
You touch another willing creature within reach, mantling it in successful save halves the damage and prevents being knocked
elemental energy and granting it a powerful boon for the duration. unconscious.
The target gains proficiency in a single saving throw of its choice
that you are also proficient in, and advantage on saving throws • Earth. Creatures in the area must succeed on a Dexterity
against your elemental shapes. Additionally, it gains the following saving throw or take 8d10 piercing damage, or half as much
properties according to your elemental affinity. on a success. Additionally, the area of the explosion is filled
with a thick cloud of dust for 1 minute and is considered
• Air. The target’s walking speed increases by 10 feet. heavily obscured for the duration or until a strong wind
disperses it.
• Fire. Creatures in the area must succeed on a Dexterity saving Master Shapes
throw or take 4d10 fire damage and 4d10 radiant damage,
or half as much on a success. Additionally, on a failed save a Bloodshaping MASTER
creature is pushed away from the center to the edge of the
explosion’s area. Prerequisite: Water affinity
Primal Power Cost: 12
• Water. Creatures of your choice in the area must succeed on a Shaping Time: 1 action
Dexterity saving throw or take 4d10 bludgeoning damage, or Duration: 1 minute
half as much on a success, and other creatures of your choice
in the area regain 4d10 hit points. You attempt to manipulate the liquid within the body of a flesh-
and-blood creature you can see within your area of elemental in-
Augment. When you create this shape while empowered, you can fluence. The target must succeed on a Constitution saving throw
expend additional primal power. For every 4 primal power so ex- or be unable to voluntarily move or take actions for the duration.
pended, you can create an additional explosion whose affected area On each of your turns you can take an action to control the target’s
cannot include the area of another explosion created by the shape. body like a puppet, forcing it to immediately take an action of your
choice that it would ordinarily be able to take on its turn. If you
do not have a clear idea of what the creature is capable of (such as
Weapon EXPERT whether it can cast specific spells), you cannot force it to take any
actions associated with those capabilities. At the start of each of its
Primal Power Cost: 9 turns, the target can attempt a Constitution saving throw, ending
Shaping Time: 1 action the effect on a success.
Duration: 10 minutes
Augment. When you create this shape while empowered, you can
You forge a weapon fashioned from powerful elements which ap- expend additional primal power. For every 5 primal power so ex-
pears in your free hand and lasts for the duration. You are con- pended, you can choose to either target an additional creature within
sidered proficient with the weapon, and when you would make a range or force an affected creature to attempt Constitution saving
weapon attack with it, you instead make a spell attack. The weapon throws to end the effect at the end of its turn instead of at the start.
has properties according to your elemental affinity.
Augment. When you create this shape while empowered, you can
expend additional primal power. For every 3 primal power so ex-
pended, the damage dealt by the shape increases by 1d6.
Avatar
perception. Within the stubbornness of stone, fury of fire, el-
egance of water, and whimsy of wind an elementalist can begin
to glimpse the power behind it all: an ever-changing current of
Epic Elementalist matter and energy that twists and turns according to the whims
of the universe. The longer the elementalist witnesses this pro-
With each second, the roaring grew louder. A tsunami of stone cess in the surrounding world, the greater one’s understanding
flowed across the war-torn fields before the dragon king’s castle. becomes, until finally the truth is revealed. A “typical” journey
All who stood before it were crushed, their bodies ground to of discovery like this takes at minimum a year and a day for an
oblivion by the churning vortex of screeching stone. The fortress elementalist, with some requiring far longer.
wall that stood for ten generations could not hold, and the
screams of the dying echoed about the courtyard. From the silence CLASS FEATURES
and thick clouds of dust a figure emerged—tall, powerfully built,
with an arsenal of stony arms protruding from his body. The As an avatar, you gain the following class features:
figure pointed up at the dragon king and beckoned with all six
hands. His reign was at an end. Hit Points
Hit Dice: 1d6 per avatar level
Hit Points: 1d6 (or 4) + your Constitution modifier
Before there were magic, gods, or heroes, there was primordial per avatar level
matter. From this roiling chaos the elements boiled forth to make
up existence. This truth guides those who follow the path of the el- Proficiencies
ementalist as they will matter and energy into form. Among these Saving Throws: You gain proficiency in one saving throw of your
talented shapers there are those whose skill transcends even the choice.
artistry of the elementalists. These are avatars, shapers of reality
and undisputed masters of the elements. An avatar sees existence Ability Score Increase
for what it is: a collection of matter and energy forever in flux, beg- At 21st, 23rd, 25th, 27th, and 29th level, increase two ability scores
ging to be molded by a brilliant mind. Through their magic avatars of your choice by 1, or a single ability score by 2. The maximum score
can raise continents, forge stars, drown cities, and purify worlds. for the increased ability scores also increases by the same amount.
To oppose an avatar’s will is to oppose reality itself, a battle few are You can’t increase an ability score above 30 using this feature.
ever likely to win.
Epic Feat
PREREQUISITES At 21st, 25th, and 29th level, you may choose one Epic Feat from
the Epic Feat list. You may elect instead to increase two ability scores
Avatars don’t just shape the elements; they will existence into of your choice by 1, or a single ability score by 2. The maximum for
any form or configuration they can imagine. Doing so requires the increased ability score also increases by the same amount. You
a knowledge of both matter and energy that is beyond the abil- can’t increase an ability score above 30 using this feature.
ity of language to describe or explain. Only fellow avatars or ex-
traordinarily powerful elementalists truly understand how to wield Elemental Knowledge
such power—an understanding you must achieve to count yourself Starting at 21st level, when you finish a long rest you can choose
among them. To begin this journey of discovery you must meet the to forget any number of elemental shapes you know and instead
following prerequisites (in addition to the multiclassing prerequi- learn new elemental shapes for which you meet the prerequisites.
sites for your existing class): These new shapes count against the number of elemental shapes
you can know.
• Elementalist Level 20. Only through mastery of
elementalism can you understand the ways of the avatar. Surpassed Limits
Other classes or a lack of experience deprive you of the At 21st level your power over the elements continues to expand
required insight to wield the primordial power of the universe. alongside your knowledge. Your avatar level is added to your el-
ementalist level for the purposes of determining how much primal
• Slay an Epic Foe. At the DM’s discretion, you may be power you can expend to augment your shapes
required to defeat a mighty opponent of tremendous power.
This enemy must be the greatest threat you have ever faced Additionally, you gain additional primal power as you advance as
and represent a tremendous achievement in your adventuring an avatar, as detailed in the Primal Power column of your class
career. DMs are encouraged to make this foe a creature of progression table.
great power that pushes your character to its limits. The
creature need not be defeated single-handedly but should Finally, you can choose to learn a single elemental shape of your
always be of considerable challenge. choice from the Elemental Shape options for the elemental-
ist class. Shapes learned in this manner do not count against the
• Epic Trial: Primordial Truth. Those who desire to become number of elemental shapes you can know, but must be shapes you
avatars must scour existence in pursuit of truth. Over the meet the necessary prerequisites for. At 23rd level, and again at 25,
course of this journey an elementalist begins to understand 27th, and 29th level, you can learn an additional elemental shape
that this truth comes not from books or teachers, but through in this manner.
Primordial Ingots when advancing as an elementalist, which does not count against
At 22nd level you can fashion elemental matter into pure elemen- the number of elemental shapes you can know. An Epic elemen-
tal ingots of primordial energy, which you can then use to create tal shape is an Epic magical effect and cannot be augmented, but
shapes of staggering power. When you finish a long rest, you create otherwise it follows the same rules of elemental shaping by which
a number of these ingots according to the Elemental Ingots col- ordinary shapes abide.
umn of your class progression table. When created, the elemental
ingots orbit your head until they are expended or until you take a • Air. Your body is as light as air, granting you a flying speed
long rest, at which point they vanish. equal to your walking speed. Additionally, you learn the Epic
elemental shape Jetstream.
When you create an elemental shape, you can choose to expend
a single ingot and combine its energy with the shape. Doing so
grants the shape the following benefits: JETSTREAM EPIC
• The amount of primal power you can spend creating and Primal Power Cost: 25
augmenting the shape is doubled. Shaping Time: 1 action
Duration: 8 hours
• The shape can be augmented as though you were empowered
When you move through the air, your body is propelled by hurricane-
via your Elemental Empowerment feature.
force winds. Your flying speed is quadrupled, your speed cannot
be reduced, and you are immune to the grappled, paralyzed, and
• The shape is an Epic magical effect in addition to its ordinary
restrained conditions for the duration.
properties.
• Earth. Your body has learned to endure punishment like a
Elemental Ambassador
mountain. When you take a single instance of damage, you
At 24th level your understanding of the elements has allowed you
reduce the damage taken by 10. Additionally, you learn the
to travel across vast distances and even to other worlds. As an ac-
Epic elemental shape Upheaval.
tion you can expend 17 primal power and cast the spell gate as
an elemental shape and Epic magical effect without the need for
any material components. However, only you and creatures of your
UPHEAVAL EPIC
choice can pass through the gate.
Primal Power Cost: 25
Additionally, elementals are always friendly toward you unless you
Shaping Time: 1 action
are enemies.
Duration: Instantaneous
Affinity Mastery You slam your hand into the ground, causing it to erupt in a 120-
At 26th level, you have mastered every aspect of your elemental foot cone along the ground. Creatures in the area must succeed on
affinity and achieved absolute synergy with your chosen element. a Dexterity saving throw or take 10d12 bludgeoning damage and
You gain the ability to create a powerful Epic elemental shape ac- be buried 30 feet beneath the ground. A successful save halves the
cording to the elemental affinity or hybrid affinity you selected damage and prevents being buried.
The Avatar
Level Class Features Proficiency Bonus Elemental Ingots Primal Power
21 Ability Score Increase, Elemental Knowledge, Epic Feat, Surpassed Limits +6 – 158