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C hapter 4: T he Emerald W ilds

New 5e Base Class: INSPIRING WONDERS

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.

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EP IC LEGACY CAMPAIGN CODEX 85


C hapter 4: T he Emerald W ilds

CREATING AN ELEMENTALIST CLASS FEATURES


When you create an elementalist, what element you wish to com- As an elementalist you gain the following class features:
mand is as much a gameplay decision as it is a storytelling one.
Every aspect of your life will be affected by your relationship with Hit Points
the elements, so don’t discount the virtues of choosing an element Hit Dice: 1d6 per elementalist level
for roleplaying opportunities. Some races may even have an inherent Hit Points at 1st Level: 6 + your Constitution modifier
affinity for certain elements, influenced by their culture and birth- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
place. For example, while an air elementalist dwarf may be uncom- modifier per elementalist level after 1st
mon in a standard fantasy setting, earth elementalists are cultural
icons in dwarven society. If your element of choice is not reflective Proficiencies
of your race’s natural tendencies, you will want to have a good reason Armor: None
for why your character chose that element. A triton that walks the Weapons: Simple weapons
path of a fire elementalist may have abandoned its people’s ways, Tools: None
choosing to rebel against the suffocating cultural norms. Saving Throws: Constitution, Intelligence
Skills: Choose two from Investigation, History, Medicine,
How your character became an elementalist is equally important. Nature, Perception, Persuasion
Most elementalists began their journeys with an intense experience
in which they saw something most others could not. While others Equipment
ran from horrors of a forest fire, perhaps your awestruck character You start with the following equipment, in addition to the equip-
saw destructive glory. As your character laid foundations for an ment granted by your background:
abbey, you experienced an epiphany—such crude methods were an
• (a) a light crossbow and 20 bolts or (b) any simple melee weapon
insult to the earth. Whatever moment opened the elemental door
• A small fragment of a pure element, contained in a glass bottle
for your character, it was then that your unique intelligence set you
• (a) a dungeoneer’s pack or (b) an explorer’s pack
apart from all but the most exceptional. Often, only others of your
• A quarterstaff
ilk can understand the nuance of experience required to get where
you are, making you part of an exclusive club whose strength ben- Elemental Affinity
efits from is its diversity of experiences and perspectives. At 1st level you develop a natural affinity for one of four elements
of your choice: air, earth, fire, or water. Each elemental affinity is
Quick Build detailed at the end of the class description. Your choice grants you
If you are new to making an elementalist or if you’re short on time, features at 1st level, and again at 6th, 10th, 14th, and 18th level.
you can follow these suggestions to get started. Intelligence is es-
sential to being a successful elementalist, with your next highest Nexus of Power
ability score influenced by what kind of elementalist you wish to be. At 1st level your understanding of the building blocks of the uni-
Earth elementalists like to be in melee, benefiting from Strength, verse allows you to precisely manipulate the elements. These ma-
Dexterity, and Constitution. Water elementalists are more flex- nipulations, called shapes, come in four categories of power: basic,
ible in their party contribution, benefiting from Constitution and advanced, expert, and master.
Wisdom. Air elementalists tend toward Dexterity, while fire el-
ementalists leverage Charisma to best use their abilities. Generally, Shapes. Shapes are elemental magical effects similar to spells,
choose the shapes unique to your elemental affinity, and focus on commanded and controlled by your Intelligence. To create a shape,
making the best use of them as you build your character. you must be conscious and be able gesture both forcefully and
intricately, requiring at least one free hand. You create shapes by
expending your primal power, paying the primal power cost in the
The Ledger of Legends shape’s description before the shape can be created.

Elemental Affair Prerequisites. Some shapes are only available to elementalists of a


specific elemental affinity. You cannot learn a shape for which you
A scandal rocked the Conflux of Elemental Power last week as do not meet the prerequisites.
air avatar Shek-Kali and earth avatar Toridoroth the Breaker
were found in each other’s arms, reigniting rivalries between the Range. The farther an element is away from you, the more difficult
elemental disciplines. The two lovers were caught when their dis- it is to manipulate, and all shapes have a range that is determined
guises in the Velvet Alleys slipped while on a romantic gondola by the distance at which you can affect elemental forces. This dis-
ride through the canals. When asked for comment the Conflux tance is called your area of elemental influence, which is calculated
gave only the following statement: “We hold our members to the as follows: 30-foot-radius sphere centered on you, plus 10 feet
highest standards of interpersonal conduct and will be making
times your Constitution modifier.
our determinations known once the appropriate inquiries have
been made.” In the meantime the rest of us can only speculate as
When you create a shape, you cannot target anything outside of
to what this means for the legacy of Heletek Pyeha, who certainly
would not have approved of such unprofessional behavior.
this area, though shapes you create can affect space beyond this
area, just as long as their origin was somewhere within your area
of elemental influence.

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C hapter 4: T he Emerald W ilds

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

2nd +2 Friend of the Elements 30 ft. + 10 ft. × Constitution modifier 2 – – – 6

3rd +2 Elemental Empowerment 30 ft. + 10 ft. × Constitution modifier 3 – – – 14

4th +2 Ability Score Improvement 30 ft. + 10 ft. × Constitution modifier 3 – – – 17

5th +3 30 ft. + 20 ft. × Constitution modifier 3 1 – – 27

6th +3 Elemental Affinity feature 30 ft. + 20 ft. × Constitution modifier 3 1 – – 32

7th +3 Elemental Allies 30 ft. + 20 ft. × Constitution modifier 3 2 – – 38

8th +3 Ability Score Improvement 30 ft. + 20 ft. × Constitution modifier 3 2 – – 44

9th +4 30 ft. + 20 ft. × Constitution modifier 3 2 1 – 57

Elemental Affinity feature,


10th +4 30 ft. + 30 ft. × Constitution modifier 3 2 1 – 64
Hybrid Elements

11th +4 30 ft. + 30 ft. × Constitution modifier 3 2 2 – 73

12th +4 Ability Score Improvement 30 ft. + 30 ft. × Constitution modifier 3 2 2 – 73

13th +5 30 ft. + 30 ft. × Constitution modifier 3 2 2 1 83

14th +5 Elemental Affinity feature 30 ft. + 30 ft. × Constitution modifier 3 2 2 1 83

15th +5 30 ft. + 40 ft. × Constitution modifier 4 2 2 1 94

16th +5 Ability Score Improvement 30 ft. + 40 ft. × Constitution modifier 4 2 2 1 94

17th +6 30 ft. + 40 ft. × Constitution modifier 4 3 2 1 107

18th +6 Elemental Affinity feature 30 ft. + 40 ft. × Constitution modifier 4 3 2 1 114

19th +6 Ability Score Improvement 30 ft. + 40 ft. × Constitution modifier 4 3 2 1 123

20th +6 Mind over Matter 30 ft. + 50 ft. × Constitution modifier 4 3 2 1 133

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C hapter 4: T he Emerald W ilds

Shapes Known Primordial Energy


At 1st level, you learn two basic shapes that you meet the prereq- At 1st level, you call upon the latent elemental energy found in all
uisites for. Your shape options are detailed at the end of the class matter. This energy, called primal power, allows you to manipulate
description. When you gain certain elementalist levels, you learn the elements.
additional shapes according to your class progression table.
Primal Power
Shaping Ability You have 4 primal power, and you gain more as you reach higher
Intelligence is your ability score for your elemental shapes, as your levels, as shown in the Primal Power column of the class progres-
understanding of the elements and their properties correlates to sion table. You can never have more primal power than shown
your mastery over them. You use your Intelligence modifier when- on the table for your level. You regain all expended primal power
ever a shape refers to your shaping ability. Additionally, you use when you finish a long rest.
your Intelligence modifier when a shape requires a saving throw
DC or is used to make an attack. Friend of the Elements
At 2nd level, your relationship with the elements allows you to
converse more easily with them. You learn a language according to
Elemental shape DC = your elemental affinity, as detailed in the following table, and have
8 + your proficiency bonus + your Intelligence modifier advantage on Charisma ability checks against elementals.
Spell attack modifier =
your proficiency bonus + your Intelligence modifier Friend of the Elements Table
Affinity Language
If you create an effect with a spell save DC or spell attack using your
elementalist features, you may instead use your elemental shape Air Auran
DC.
Earth Terran

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

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C hapter 4: T he Emerald W ilds

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.

Hybrid Elements AIR


Starting at 10th level, you can choose to no longer pursue the path
of a pure elemental affinity and instead study a complex variant of Air elementalists are swift warriors specializing in manipulating
your elemental affinity, called a hybrid element. Hybrid elements battlefield and enemy alike with the power of the wind. Most air
combine two different elements into a unique whole that is more elementalists are confident, are self-assured, and come from com-
difficult to control: ice, life, metal, and storm. If you make the choice munities who value freedom and flexibility, quick to change their
to learn a hybrid element, you no longer gain your elemental affin- mind and adapt to any situation. As an air elementalist you are
ity features as you advance as an elementalist, instead gaining your a fearless explorer, always traveling with the wind at your back.
hybrid affinity features as detailed later in this class section (though There is nothing you cannot overcome, thinking your way out of
you still retain elemental affinity features you have already gained). sticky situations that would foil brute force. Those who view the
You cannot choose a hybrid element that is not associated with air element as weak are quick to reassess their perspective after see-
your elemental affinity (example: earth elementalists cannot choose ing you in action, especially once their lungs are devoid of oxygen.
ice or storm as their hybrid affinity, as neither of those elements This is a lesson you readily share with any earth elementalist who
contain earth). The elements associated with each hybrid affinity are crosses your path, for those ponderous brutes always fail to appre-
detailed in the Hybrid Elements graphic; the hybrid is determined ciate the efficacy of your approach to life.
by the two closet elemental affinities to the hybrid affinity.
Guiding Winds
Starting at 1st level, as an action you can hurl a blast of air at
a creature within your area of elemental influence. You make a
ranged spell attack against the target and deal 1d6 bludgeoning
damage on a successful hit.

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.

Additionally, as an action you can subtly manipulate the air in your


area of elemental influence. These effects are always harmless, can
only affect a 5-foot cube of area, and cannot interfere with the
properties of magical effects, only natural ones. Examples of such
Mind over Matter effects include generating a gust of wind, blowing a cool breeze, or
At 20th level, you can maintain your elemental shapes with the manifesting a tiny tornado in the palm of your hand. The size of the
power of your focused mind. When you create a shape with a du- cube you can affect in this manner increases by 5 feet at 6th level,
ration of 1 minute or longer, you can choose to concentrate on the and by another 5 feet again at 10th, 14th, and 18th levels. If you take
shape (as though you were concentrating on a spell) to maintain a hybrid elemental affinity when you reach 10th level, this feature
its effect. When you do so, the shape persists for as long as you can affect both the elements of air and your chosen hybrid element.
maintain concentration on it.
Spirit of Adventure
ELEMENTAL AFFINITIES At 6th level, you start each day with an unquenchable hunger for
adventure and the wind at your back. After you finish a long rest,
Each elementalist is committed to mastering a single element you have advantage on Dexterity saving throws and ability checks.
—typically the one for which they have the most affinity. This benefit lasts until you finish a short rest or gain a level of
Elementalists who share affinities often engage in friendly rivalries exhaustion.
and share insight gained from their connection with their chosen
element. Each views their affinity as the ideal element and, while Windweaver
tolerating the presence of other elementalists, rarely get along with At 10th level, on each of your turns if you spend movement to
those following an opposing affinity. The enmity between fire and move at least 25 feet away from the space you started your turn

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C hapter 4: T he Emerald W ilds

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.

EARTH Master Earth


At 18th level, you have mastered the element of earth. You gain a
As an earth elementalist, you are as unshakable as stone and twice burrowing speed equal to your walking speed, and you can burrow
as durable. Earth elementalists see all problems as surmountable through solid rock at half your burrowing speed. When you bur-
through time and effort, overcoming obstacles with determina- row in this manner, you do not disturb any material through which
tion and raw power. Most elementalists in this field come from you pass. If you end your turn inside a solid object after burrowing
races and communities with strong affinity for the earth and order. in this manner, you must immediately expend 5 primal power or
Many earth elementalists take pride in their bodies, eschewing the be shunted to the nearest unoccupied space.
comforts of civilized life for the steady embrace of stone. More
than any other elementalists, those with an affinity for earth make FIRE
their element part of their bodies, mantling their forms in un-
breakable rock and striking with stony fists. When you commit to Danger surrounds a fire elementalist. Few creatures can live com-
a course of action as an earth elementalist, only the most extreme fortably with fire, a vicious and unpredictable element. You must
of forces can hope to stop you. You love a challenge, so those who keep a tight leash on the flames that sprout from your fingertips
flee from or dance around problems bother you. lest you immolate yourself and everything you care about. Most
fire elementalists are wild souls, barely able to contain the enthusi-
Stone Mantle asm each holds for the nature of their craft. While always destruc-
Starting at 1st level, when you finish a long rest you can coat your tive, fire elementalists understand the importance of burning away
skin in a thick layer of solid stone. When you do so, you gain tem- the underbrush to start anew and prevent future conflagrations.
porary hit points equal to four times your elementalist level. These Fire is the most complex of the elements—to coexist with simpler
temporary hit points cannot be replaced by temporary hit points creatures, you must understand its many facets. Whether you are a
from another source unless you will it. purifier searing away evil with columns of flame or a pyromaniac
who just wants to watch the world burn, at your core is a hunger
Additionally, when you would make an unarmed strike you can that makes you and all other fire elementalists ambitious in all
instead make a melee spell attack. The damage of this attack is walks of life. Only the mercurial and reserved water elementalists
equal to your unarmed strike damage plus your Strength and can dampen your enthusiasm, and for this reason their presence is
Intelligence modifiers. rarely tolerated.

Ways of Earth Enduring Ember


Your close relationship with the earth has inspired the craftsman At 1st level, you can fan the flames within you for additional power.
in you. At 1st level, you gain proficiency in mason’s tools. When you finish a short rest, you can expend a number of your
Hit Dice up to your Intelligence modifier, rolling those Hit Dice
Additionally, as an action, you can subtly manipulate the earth and regaining primal power equal to the total amount rolled. Once
around you within your area of elemental influence. These effects you have used this feature you must finish a long rest before you
are always harmless, can only affect a 5-foot cube of area, and can- can use it again.
not interfere with the properties of magical effects, only natural
ones. Examples of such effects include making a stone slide around At 10th level, when you use this feature you can instead expend
on the floor, creating a chair out of stone, or extracting gold ore and roll a number of Hit Dice equal to twice your Intelligence
from unworked rock. The size of the cube you can affect in this modifier and regain primal power equal to the total amount rolled.
manner increases by 5 feet at 6th level, and by another 5 feet again

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C hapter 4: T he Emerald W ilds

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.

WATER • You have blindsight out to a range equal to your area


of elemental influence. However, this sense is based on
Proudest and most determined of the elements. Water elemental- your ability to detect liquid water, such as blood or other
ists reflect this trait in every action they take. As a refined and fluids. Creatures that are not at least partially composed
elegant water elementalist, you understand that no problem can of fluids cannot be perceived with this sense.
withstand a cunning solution from a brilliant mind. Water ele-
mentalists are a flexible lot, able to adapt to any situation. They • When you or an allied creature is affected by one of
can aid allies and foil enemies with brilliant elemental creatures your shapes in the area, the affected creature can take
while retaining a sense of dignity on the battlefield. Beneath each a reaction to move up to 10 feet without provoking an
water elementalist is the overwhelming potential for destruc- attack of opportunity.
tion, unleashed only in the direst straits when there is no time
for precision. As you adventure as a water elementalist, your HYBRID ELEMENTAL AFFINITIES
effortless efficiency makes you uniquely valuable and superior
to all others, but most especially to those who recklessly wield Elementalists who only seek to master a single element are closed-
elemental fire. minded in your eyes. By studying the ways of other elemental
affinities, you have learned how to combine elements into
Siphon powerful new shapes that the so-called “pure” elementalists could
Starting at 1st level, you can draw lifegiving water from enemies never master. This more progressive approach to elementalism is
and gift it to allies. As an action, you can make a melee spell attack reflected in the personality of its practitioners, who often choose
against a creature, dealing 1d4 necrotic damage on a successful hit. to identify themselves based on their new hybrid affinity. For
When you deal damage to a creature with this feature, you may example, former air and fire elementalists identify much more
cause an ally within range of your area of elemental influence to strongly with their storm elementalist brethren than those who
regain a number of hit points equal to the damage dealt. are stuck wielding only fire or air.

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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.

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Ride the Lightning


At 14th level you can travel though the skies on a bolt of light- Elemental Spellcasting
ning. By spending 10 minutes in focused meditation during Elementalist Level Maximum Spell Level Primal Point Cost
which time you take no other actions or move from your space,
you are magically teleported to an unoccupied space near a loca- 1st 1st 2
tion you have seen on the same plane. Both your departure and 3rd 2nd 3
arrival areas must be beneath open sky, and your departure and 5th 3rd 5
arrival are heralded by a harmless lightning strike and a loud peal
of thunder. 7th 4th 6
9th 5th 7
You can choose to bring up to seven willing creatures along with 11th 6th 9
you, each of which must be touching you when you depart.
13th 7th 10
Gathering Storm 15th 8th 11
At 18th level, your body crackles with electrical power when you 17th 9th 13
wield the elements. When you expend primal power, record the
amount of primal power expended, which represents the power The following elemental shapes are presented according to their
of the storm building within your body. This effect is cumulative. type (basic, advanced, expert, master) and then alphabetically.
Each additional time you expend primal power you can choose to
add the amount expended to the amount you have recorded. As Basic Shapes
an action, you can make a melee or ranged spell attack against a
creature within your area of elemental influence, discharging the Ball BASIC
electrical energy on a hit. The target takes lightning damage equal
to the amount you recorded, the energy is expended, and the re- Primal Power Cost: 2
corded primal power expended reset to 0. This energy is also lost if Shaping Time: 1 bonus action
you finish a long rest. Duration: 1 minute
You create a 5-foot-diameter floating sphere of dense element in an
ELEMENTAL SHAPES unoccupied space you can see within your area of elemental influ-
Elementalists can learn the elemental shapes presented here. If an ence. As an action, you can command the ball to move up to 30 feet
elemental shape lists an elemental affinity or a level, those prereq- and make a single melee spell attack against a creature within 5 feet
uisites must be met in order to learn the shape. of it. On a successful hit, the target takes 2d6 damage of the type
corresponding to your elemental affinity. Additionally, the shape
gains the following property according to your elemental affinity.
Variant - Elemental Spellcasting • Air. The ball deals bludgeoning damage. Additionally,
creatures hit by the ball must succeed on a Strength saving
Elementalism is a different type of magic, but in practice
elemental shaping isn’t too different from spellcasting. throw or be knocked prone.
The shapes presented here are diverse and powerful, but
• Earth. The ball deals piercing damage. Additionally, when the
with the right amount of effort an elementalist may be
shape ends the ball explodes in a 30-foot-radius sphere. Each
able to learn to replicate the effects of a spell in lieu of
creature in the area must attempt a Dexterity saving throw,
learning a shape. Of course, any spell an elementalist
learns must be appropriate for its elemental affinity taking damage as though it were hit by an attack from the ball
(f ireball is a good spell for a fire elementalist to cast, on a failure, or half as much damage on a success.
but mage armor is not). The DM must approve which
• Fire. The ball deals fire damage. Additionally, when you take
spells you wish to learn, along with whether or not you
are allowed to use this gameplay variant, which is called
an action to move the ball, it can move up to 60 feet instead
elemental spellcasting. of 30 feet.

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.

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Blast BASIC Droplets BASIC

Primal Power Cost: 1 Prerequisites: Water affinity


Shaping Time: 1 action Primal Power Cost: 2
Duration: Instantaneous Shaping Time: 1 bonus action
Duration: 1 minute
You unleash a blast of elemental energy from your body in a 15-
foot cone. Creatures in the area must succeed on a Dexterity sav- You conjure three spheres of water that orbit your head for the du-
ing throw or take 3d6 damage of the type corresponding to your ration. When you cause an allied creature you can see within range
elemental affinity, or half as much on a success. Additionally, the of your area of elemental influence to regain hit points, you can
shape gains the following property according to your elemental expend one or more of the spheres to cause the creature to regain
affinity. an additional 1d8 hit points for each sphere expended.

• 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.

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Obsidian Armaments BASIC Trail BASIC

Prerequisites: Earth affinity Primal Power Cost: 2


Primal Power Cost: 2 Shaping Time: 1 action
Shaping Time: 1 bonus action Duration: 1 minute
Duration: 10 minutes
You create a pathway composed of the elements from your feet in
You coat your limbs in a layer of obsidian for the duration. While a 60-foot-long, 5-foot-wide line that is 1 inch tall. The pathway
so coated, your unarmed strikes are magical and you can make an gains the following property according to your elemental affinity.
attack with your unarmed strike as a bonus action.
• Air. The pathway is composed of swirling air. You (and
Augment. When you create this shape while empowered, you only you) can walk upon the pathway as though it were
can expend additional primal power. For every 3 primal power so solid ground, and while standing on the pathway, you
expended, your unarmed strike damage increases by 1d4 for the are considered to be flying.
duration of the shape.
• Earth. The pathway is composed of solid stone or
earth and is an object with an AC of 15 and 80 hit
Shield BASIC points. While you are on the pathway and are not
incapacitated, you cannot be teleported or moved unless
Primal Power Cost: 1 you allow it.
Shaping Time: 1 reaction, which you take • Fire. The pathway is composed of shimmering
when you take damage from a source you can see flames. While you are on the pathway, you are always
Duration: Instantaneous empowered as per your Elemental Empowerment
You generate a swirling barrier of elemental energy around you, feature. Additionally, creatures (including yourself ) that
reducing the damage you take from the triggering effect by 1d12. come into contact with the pathway for the first time
Additionally, the shape gains the following property according to in a round take fire damage equal to your elementalist
your elemental affinity. level.

• 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.

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• Air. While affected by the shape, the target is lifted off


Wall BASIC
the ground and floats weightlessly in its space. While
affected in this manner, if the target is shoved (per the
Primal Power Cost: 2
shove aside action option), it can be pushed up to an
Shaping Time: 1 action
additional 15 feet.
Duration: Permanent
You create a straight wall of elements on a solid surface that must • Earth. While affected by the shape and on the ground,
be completely within your area of elemental influence. You can the target cannot be forcibly moved from its space
make the wall up to 30 feet long, 10 feet high, and 1 foot thick. by nonmagical means. If the target is in the air when
Sections of the wall that leave your area of elemental influence you affect it with this shape, it falls to the ground and
vanish instantly. The wall gains the following properties according cannot become airborne again for the duration of the
to your elemental affinity. effect.

• 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.

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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

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• Water. You create a tentacle of glistening water Expert Shapes


that protrudes from your back. The tentacle has a
20-foot reach and can deliver effects with a range Aftershock EXPERT
of touch at that distance. Additionally, when you
create a tentacle using this shape, you gain a special Prerequisites: Earth affinity
reaction for its duration. This reaction can only be Primal Power Cost: 8
used to make a melee spell attack against a creature Shaping Time: 1 bonus action
that would provoke an opportunity attack from the Duration: Instantaneous
tentacle. On a successful hit, the target is grappled
You release a devastating seismic wave in your area of elemental
by the tentacle, with an escape DC equal to your
influence. Creatures in the area that took damage from you that
elemental save DC.
turn must succeed on a Constitution saving throw or be knocked
Augment. When you create this shape while empowered, you can prone.
expend additional primal power. For every 5 primal power so ex-
Augment. When you create this shape while empowered, you can
pended, you create an additional set of extremities of the type of
expend additional primal power. For every 3 primal power you ex-
your affinity.
pend, a single creature knocked prone by the effect is also stunned
until the start of its next turn.

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.

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C hapter 4: T he Emerald W ilds

• Earth. While it is not incapacitated, the target cannot be


Cyclone EXPERT
forcibly moved or teleported unwillingly.
Prerequisites: Air affinity • Fire. When the target succeeds on a saving throw against one
Primal Power Cost: 8 of your shapes and would take damage on a success, it instead
Shaping Time: 1 action takes no damage.
Duration: 1 minute
• Water. When the target regains hit points from your shapes,
You project a whirling cyclone from your hand in a line that ex-
you regain an equal amount of hit points. This effect cannot
tends to the end of your area of elemental influence and is 5 feet
occur more than once per turn.
wide. The cyclone lasts for 1 minute, and as an action you can
point the cyclone in a direction of your choice. When a Medium Augment. When you create this shape while empowered, you
or smaller creature comes into contact with the cyclone for the first can expend additional primal power. For every 6 primal power so
time in a round, it must succeed on a Strength saving throw or be expended, you can target an additional willing creature with this
thrown away from you to the end of the line, or drawn toward the shape.
closest unoccupied space to you (your choice), landing prone in
either case. This shape ends if you do not have a free hand available
to project the cyclone or if you become incapacitated. Meltdown EXPERT

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.

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C hapter 4: T he Emerald W ilds

• 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.

• Air. The weapon is a longbow, and on a successful hit it


deals an additional 6d8 thunder damage. Additionally, Cloud Call MASTER
the range of the weapon is doubled.
Prerequisite: Air affinity
• Earth. The weapon is a maul, and on a successful hit Primal Power Cost: 12
it deals an additional 2d6 piercing damage. When you Shaping Time: 1 action
score a critical hit with the weapon, the target becomes Duration: 10 minutes
vulnerable to damage for the remainder of that turn. You fill your area of elemental influence with thick, fluffy clouds
• Fire. The weapon is a whip with a reach equal to your for the duration or until you dismiss them as an action. Allied
area of elemental influence, and on a successful hit it creatures in the area are lightly obscured and have half cover.
deals an additional 8d4 fire damage. Additionally, if you move while this shape is in effect, the clouds
move with you. They cannot be dispersed by any wind unless you
• Water. The weapon is a trident and deals an additional allow it. Finally, while this shape is in effect you are always em-
3d6 piercing damage on a successful hit. Additionally, if powered (as per your Elemental Empowerment feature).
you throw the trident, it returns to your hand at the end
of that turn.
Inferno MASTER
Augment. When you create this shape while empowered, you can
expend additional primal power. For every 3 primal power so ex- Prerequisite: Fire affinity
pended, you gain a +1 bonus to attack and damage rolls with the Primal Power Cost: 11
weapon. Shaping Time: 1 action
Duration: Instantaneous
You generate a conflagration of epic proportions. Creatures, ob-
jects, and structures of your choice that you can see within your
area of elemental influence catch fire. This fire is magical and can
only be extinguished by magical means when inside your area of
elemental influence. At the end of each of your turns, anything on
fire from this shape takes 5d6 fire damage.

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.

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C hapter 4: T he Emerald W ilds

Pillar MASTER Resonating Crystal MASTER

Primal Power Cost: 12 Prerequisite: Earth affinity


Shaping Time: 1 action Primal Power Cost: 10
Duration. 1 minute Shaping Time: 1 action
Duration: 1 minute
You generate a tremendous pillar of elements within your area of
elemental influence. The pillar is a 15-foot-radius cylinder with You forge a perfect crystal in an unoccupied space you can see
a height that extends up to the end of your area of elemental in- within your area of elemental influence that lasts for the dura-
fluence. The pillar has the following properties according to your tion. The crystal hovers in the space and is an object with an AC
elemental affinity. of 15 and 50 hit points. When you or allied creatures within 30
feet of the crystal take damage, you instead take no damage and
• Air. The pillar is an empty vacuum devoid of air. the crystal loses a number of hit points equal to the damage that
Sound cannot pass through the area, nor can creatures would have been dealt. When the crystal is reduced to 0 hit points,
fly in the area via nonmagical means, instead falling it shatters, and any remaining damage the crystal would have pre-
immediately. Additionally, creatures in the area cannot vented is instead dealt to the original targets. The crystal always
breathe, and any creatures in the area holding their prioritizes reducing damage dealt to creatures closest to it.
breath lose 10d8 hit points at the start of each of their
turns as the gas inside their lungs rapidly expands. Augment. When you create this shape while empowered, you can
expend additional primal power. For every 2 primal power so ex-
• Earth. The pillar is a column of dense stone that pended, the crystal’s hit points when created increase by 10.
emerges from the ground, which is an object with
an AC equal to your elemental save DC and 200
hit points. While you are in contact with the pillar, Smite MASTER
you are always empowered, as per your Elemental
Empowerment feature. Primal Power Cost: 11
If the pillar appears beneath a creature, that creature Shaping Time: 1 bonus action
must succeed on a Dexterity saving throw or be lifted Duration: 1 minute
by the pillar as it ascends. A creature can choose to fail
the save. If the pillar is prevented from reaching its full You gather elemental power within your body for the duration,
height because of a solid obstacle, a creature on the which can be unleashed when you strike an enemy. When you hit
pillar takes 10d8 bludgeoning damage and is restrained. with a melee or ranged attack before the duration ends, the attack
A creature so restrained can take an action to attempt deals an additional 14d6 damage. Once you have used this benefit,
a Strength or Dexterity check (its choice) against the shape ends. Additionally, the shape gains the following ben-
your elemental save DC, freeing itself on a success. A efits according to your elemental affinity.
creature so freed must move off of the top of the pillar
• Air. The additional damage from the shape is bludgeoning
or become retrained again at the end of that turn.
damage. If the target is a creature it must succeed on a
• Fire. The pillar is a tornado of blazing fire. A creature Strength saving throw or drop anything it is holding. Any
standing in the area where the pillar appears or within objects dropped in this manner are thrown 30 feet away from
the area at the start of its turn must succeed on a the target in a direction of your choice.
Dexterity saving throw or take 10d8 fire damage, or half
• Earth. The additional damage from the shape is piercing
as much on a success.
damage. If the attack is a melee attack and the target is a
• Water. The pillar is a column of flowing water. When creature, the target is grappled (escape DC equal to your
a creature enters the area for the first time in a round, elemental save DC).
you can choose for it to either regain 6d8 hit points, or
• Fire. The additional damage from the shape is fire damage. If
attempt a Strength saving throw. On a failure a creature
the attack scores a critical hit, you gain 11 primal power, up to
is thrown 60 feet away from the pillar in a straight
your maximum.
line and takes 6d8 bludgeoning damage if it collides
with a solid object or surface over the course of that • Water. The additional damage from the shape is acid. If
movement. the target of the attack is a creature, it must succeed on a
Constitution saving throw or deal half damage for 1 minute.
Augment. When you create this shape while empowered, you can
At the end of each of its turns, an affected creature can repeat
choose to expend additional primal power to augment the shape.
the saving throw, ending the effect on a success.
For every 4 primal power so expended, the radius of the cylinder
increases by 15 feet. Augment. When you create this shape while empowered, you can
expend additional primal power. For every 9 primal power so ex-
pended, you gain an additional use of the shape’s benefits before it
ends (but no more than once per turn).

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C hapter 4: T he Emerald W ilds

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.

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C hapter 4: T he Emerald W ilds

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

22 Primordial Ingots +6 2 183

23 Ability Score Increase, Surpassed Limits (2) +7 2 208

24 Elemental Ambassador +7 4 233

25 Ability Score Increase, Epic Feat, Surpassed Limits (3) +7 4 258

26 Affinity Mastery +7 6 283

27 Ability Score Increase, Surpassed Limits (4) +8 6 308

28 Supreme Influence +8 8 333

29 Ability Score Increase, Epic Feat, Surpassed Limits (5) +8 8 358

30 Avatar State +8 10 400

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LOTUS BLESSING EPIC


New Condition: Buried
A buried creature is submerged beneath loose earth. While Primal Power Cost: 25
submerged, the creature cannot move and is restrained unless Shaping Time: 1 action
it has a burrowing speed. While buried, a creature must hold Duration: 1 minute
its breath or begin to suffocate. A buried creature can take an
action to attempt a DC 15 Strength (Athletics) check. On a You touch another creature, causing a magical white lotus flower to
success it is no longer restrained and can dig its way out by blossom upon its body, which lasts for the shape’s duration. While
spending 4 feet of movement for every 1 foot it digs. its body is intact the target creature cannot die. Additionally, when
the shape ends the target creature and each ally creature within 15
feet of it regains 300 hit points.
• Fire. Your skin can shine like the sun. As an action you can
cause your body to emit dim daylight that fills your area of • Metal. You are aware of the presence of metal within
elemental influence with bright light and destroys non-Epic your area of elemental influence, along with what type
sources of magical darkness in the area. This effect ends if of metal it is and direction toward it. Additionally, while
you take an action to end it. Additionally, you learn the Epic wielding a metal weapon and wearing metal armor the
elemental shape Supernova. maximum number of primordial ingots you can have
is increased by 2. Finally, you learn the Epic elemental
shape Bell of Ten Thunders.
SUPERNOVA EPIC

Primal Power Cost: 25 BELL OF TEN THUNDERS EPIC


Shaping Time: 1 action
Duration: Instantaneous Primal Power Cost: 25
Shaping Time: 1 action
The fire within you pours out in an uncontrollable cataclysm in a Duration: Permanent
1-mile-radius sphere centered on you. Creatures, unattended ob-
jects, and structures in the area take 25d6 fire damage. Additionally, You form a bell of metal around a Gargantuan or smaller creature
when you create this shape your remaining primal power is lost. that you can see, that is on the ground, and that is within your area
For every 5 primal power lost in this way the damage of the shape of elemental influence. The bell is an object with 250 hit points and
increases by 1d6. an AC of 20. The creature is completely encased by the bell and
gains total cover from everything outside of the bell. When the
• Ice. Your body emits an arctic cold that damages those bell takes damage, any creatures inside of it take thunder damage
who touch you without your permission. When a equal to the damage taken by the bell.
creature within 5 feet of you hits you with an attack or
touches you, you can choose to make it take 6d6 cold • Shadow. You can infuse the corpses of those you slay
damage. Additionally, you learn the Epic elemental with the element of shadow, placing them under your
shape Polar Lens. control. When you kill a non-mythic creature with an
elemental shape, you can take a reaction and expend an
amount of primal power equal to its Hit Dice. When you
POLAR LENS EPIC do so, the creature is raised to unlife and restored to full
hit points. The puppet is but a facsimile of the original
Primal Power Cost: 25 creature, possessing no soul or will of its own. It is visually
Shaping Time: 1 bonus action indistinguishable from the original creature except its eyes
Duration: 1 minute (if any), which become pools of inky darkness. The puppet
has all the memories and knowledge of the original creature
You conjure an elegant ice crystal which floats in front of your and can mimic it with near-flawless precision. To that end,
chest and moves with you. The lens focuses your power, allowing the puppet has a passive Charisma (Deception) score equal
you to augment your shapes more efficiently. While the lens is in to your elemental shape DC to imitate the original creature
effect, each time you augment a shape to improve its effects, the unless you command the puppet to do otherwise. Your
amount of primal power you must expend is reduced by 1 (to a shadow puppet instantly dies if you use this feature again
minimum of 1). while your puppet is still alive.
• Life. You can empathically sense the elemental threads The shadow puppet is in constant telepathic contact
of life in other creatures. When an allied creature within with you as long as both of you are on the same plane.
your area of elemental influence is below its hit point The puppet follows your telepathic instructions without
maximum, you know its exact hit points, know its question (no action required) and cannot be compelled by
location, and can target the creature as though you could any means to act in a manner contrary to those instructions.
see it. Additionally, you learn the Epic elemental shape Twenty-four hours after the puppet was created, it dies and
Lotus Blessing. its body crumbles into black dust.
Additionally, you learn the Epic elemental shape
Hungering Dark.

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C hapter 4: T he Emerald W ilds

HUNGERING DARK EPIC DANCING STREAM EPIC

Primal Power Cost: 30 Primal Power Cost: 25


Shaping Time: 1 Action Shaping Time: 1 action
Duration: 1 minute Duration: 1 round
You create an umbral portal to the deepest, darkest pit of the plane A clear stream of water erupts from your hand and begins leaping
of shadow. The portal must be created completely within your area around your area of elemental influence. When a creature starts
of elemental influence in an unoccupied space you can see. The its turn and is within your area of elemental influence, the stream
portal is a circular opening 25 feet in diameter. You can orient leaps to that creature. If the target is any enemy creature, it takes
the portal in any direction you choose, and the effect lasts for the 10d10 acid damage. If the target is a friendly creature, it regains
duration. 10d10 hit points. The stream can only affect a single creature once
over the course of its duration.
The portal has a front and a back that you designate when creating
the shape. When the portal is created, unnatural and hungry ten- Supreme Influence
tacles emerge. The tentacles make a melee spell attack against each At 28th level you can extend the range of your elemental influence
creature within 120 feet of them that is in front of the portal. On a across staggering distances. As an action you can expend any num-
successful hit, a target is grappled by a tentacle. At the end of each ber of your primordial ingots, increasing the area of your elemental
of your turns, a creature so grappled must succeed on a Strength influence by an amount according to how many ingots you expend.
saving throw or be drawn 60 feet toward the portal. If a creature is This benefit lasts for 1 hour.
drawn into the portal by this movement it is instantly devoured by
an unknown creature of deific power on the other side, never to be • 1 Ingot. The area of your elemental influence is doubled.
seen again. If a mythic or Deific creature would be drawn into the
portal, it is instead not drawn in, loses half its hit point maximum, • 3 Ingots. The area of your elemental influence increases
and the shape ends immediately. to 1 mile.
• Storm. Your area of elemental influence is like a storm
• 5 Ingots. The area of your elemental influence increases
cloud, crackling with power. When you create an
to 10 miles.
elemental shape that affects an area, you can choose to
create it from any space within your area of elemental
• 10 Ingots. The area of your elemental influence
influence instead of your space. Additionally, you learn
encompasses the entire plane you currently occupy.
the Epic elemental shape Crown of Storms.
Avatar State
At 30th level you can achieve absolute oneness with existence and
CROWN OF STORMS EPIC
unleash the full power of the elements. As an action you can enter
a state of enlightenment and understanding for 1 minute. While
Primal Power Cost: 25
in this state you have access to the energy of the universe, drawing
Shaping Time: 1 action
upon its reserves of primal power to create and augment shapes
Duration: 1 minute
instead of your own. When you expend primal power to create
Your primordial ingots become supercharged with conductive en- or augment an elemental shape while in this state, you regain the
ergy. When you create an elemental shape, you can immediately amount of primal power you expended to do so at the end of that
take a bonus action to expend one of your primordial ingots to im- turn. When this state ends, you gain five levels of exhaustion and
mediately create that shape again. You do not need to expend any must finish a long rest before you can use this feature again.
primal power to create the second shape, which is identical to the
shape that preceded it, possessing the same properties and effects.

If you have no primordial ingots remaining, this shape ends im-


mediately.

• Water. Your body becomes amorphous, giving it the


flexible properties of water. You can squeeze through
openings as small as an inch in diameter and are invisible
when fully submerged in water unless you choose not
to be. Additionally, you learn the Epic elemental shape
Dancing Stream.

EP IC LEGACY CAMPAIGN CODEX 109

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