THE ELEMENTALIST META-CLASS

DUNGEONS AND DRAGONS FIFTH EDITION FAN MADE MODULE –

The Elementalist Meta-Class

The Elementalist is the being who controls one of the 4 gifts of the Earth. It is a studious scholar, not unlike the Wizard; who embraces the power of the planet instead of distorting the threads that interweave reality. An elementalist might have been born with such power, or be taught the arts in a prestigious college of akin to a University.

The Elementalist is not a class, but rather a descriptor that encompasses 4 out of the 5 classes this document explores (the 5th one being discussed later). These 4 classes are, in no particular order: , , and . However, since these 4 derive from the same natural powers, the first steps towards creating any of them are rather similar, and will be streamlined into one path until the elemental division occurs. The table below shows the basic data of the Elementalist Meta-Class

Class Description Hit Primary Saving Armor and Die Ability Throw Weapons Hydromancer A spell caster gifted with all d6 Intelligence Intelligence Daggers, darts, the aspects of water & Wisdom slings, quarterstaffs, light crossbows Geomancer A spell caster gifted with all d6 Intelligence Intelligence Daggers, darts, the aspects of earth & slings, quarterstaffs, Constitution light crossbows Pyromancer A spell caster gifted with all d6 Intelligence Intelligence Daggers, darts, the aspects of fire & Charisma slings, quarterstaffs, light crossbows Aeromancer A spell caster gifted with all d6 Intelligence Intelligence Daggers, darts, the aspects of air & Wisdom slings, quarterstaffs, light crossbows Empomancer A spell caster gifted with all d6 Intelligence Intelligence Daggers, darts, the aspects of distorsion & Charisma slings, quarterstaffs, light crossbows

Class Features

As any type of elementalist, you gain the following class features. Hitpoints Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Both your usage of a Spellbook and the features of Spellcasting and Arcane Recovery are treated exactly as they are with the Wizard class. (3 cantrips, 2 spells).

The following table shows the level progression while selecting any type of Elementalist. Proficiency Cantrips Spell Slots per Spell Level Lv. Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, 3 2 Arcane Recovery 2nd +2 Elemental 3 3 Prowess 3rd +2 3 4 2 4th +2 Ability Score 4 4 3 Improvement 5th +3 4 4 3 2 6th +3 Elemental 4 4 3 3 Prowess Feature 7th +3 4 4 3 3 1 8th +3 Ability Score 4 4 3 3 2 Improvement 9th +4 4 4 3 3 3 1 10th +4 Elemental 5 4 3 3 3 2 Prowess Feature 11th +4 5 4 3 3 3 2 1 12th +4 Ability Score 5 4 3 3 3 2 1 Improvement 13th +5 5 4 3 3 3 2 1 1 14th +5 Elemental 5 4 3 3 3 2 1 1 Prowess Feature 15th +5 5 4 3 3 3 2 1 1 1 16th +5 Ability Score 5 4 3 3 3 2 1 1 1 Improvement 17th +6 5 4 3 3 3 2 1 1 1 1 18th +6 Spell Mastery 5 4 3 3 3 3 2 1 1 1 19th +6 Ability Score 5 4 3 3 3 3 2 1 1 1 Improvement 20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Aeromancer

Class Features

Free Spirit Your carefree nature allows you to analyze risky situations without feeling compromised on the matter. This gives you proficiency in Wisdom saving throws.

Elemental Prowess When you reach 2nd level, you can choose a branch of Aeromancy, practicing one of the four advanced disciplines: Austromancy, Echomancy, Mousomancy or Gasomancy, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 10th and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. One with the Starting at 9th level, you can become one with the wind, becoming completely weightless for 1d4 minutes, or until you are knocked unconscious, paralyzed or charmed. Your jump distance is not affected. Furthermore, starting at 18th level, your elemental affinity allows you to get up from being knocked down by an attack as a free action. Elemental Prowess Disciplines As diverse as the four natural elements can be, there are certain peculiarities within each of the elemental schools that make them broad and fascinating fields of study on their own. This is reflected by the four standardized disciplines that root from the study of Air.

Air can be found almost everywhere dry in the material world, and even underground, in the form of natural pockets or gas deposits. From the chilly currents of the frozen wastelands, to the sandy gusts found in every desert, air encompasses freedom and fluidness. The School of Austromancy

Austromancy, that is, the dominion over , is arguably the most aggressive of the air disciplines. The school of austromancy focuses on the direction of winds, its effect on weather, and the different applications of directed air in general.

The path of Air Beginning when you select this school at 2nd level, you feel the flow of air through your entire body, granting you +5ft to your movement action. Cardinal Winds Starting at 5th level, you become aware of the winds that soar around the planet, allowing you to know which direction is north. You need to be outdoors for this to work. Proficient Austromancy Starting at 10th level, your spells that deal wind damage have advantage when rolling damage. Furthermore, while you are concentrating on a spell that deals wind damage, your concentration can’t be broken as a result of taking damage. Ravaging Winds Starting at 15th level, your spells that interact with terrain also deal an extra half of that damage as a type depending on the terrain: Soil or Sand: Earth Damage. Snow or Ice: Cold Damage. Stone, Wood or Metal: Bludgeoning Damage.

The School of Echomancy

Echomancy deals with sound wave propagations, terrain analysis and acoustics. It is often said in elementalist circles that Echomancers are Bards with a degree, a claim that would make most performers scoff.

Acute Hearing beginning when you select this school at 2nd level, you have advantage with saving throws that deal with deafness. Furthermore, your passive perception increases by 1 additional point. Tinitus Starting at 5th level, your spells that deal sonic damage deafen the target(s) for 1d4 rounds.

Sonic Augmentation Starting at 10th level, you can touch an object or willing creature with your arcane focus. Any sound that comes from it is amplified to twice its volume and reach. Furthermore, your spells that deal sonic damage have advantage when rolling damage if the target is within 15ft of you. Astral Voice Starting at 15th level, you can project your voice to any creature within 45ft in your line of sight, who will be able to hear you as if you were at whisper distance from its ear. While doing this, you can choose to attempt to charm the target, who will have disadvantage on its saving throw against being charmed.

The School of Mousomancy

Mousomancy shares its concept with echomancy, but it gives it a much more delicate approach—the musical one--. Bards often decide on pursuing this path, which is rather different for it’s much more practical and combat-oriented applications. Moreover, Mousomancers focus completely on their musical studies, disregarding any other mixture of skills.

Harmony beginning when you select this school at 2nd level, you gain proficiency in Performance checks that deal with playing an instrument or singing. Furthermore, you can use your voice to accurately reproduce the pitch (not the timbre) of any sound you have previously heard (and can remember). Master of Frequency Starting at 5th level, you can whistle in a pitch that only creatures with the keen hearing trait can perceive. Depending on the intention it can either only alert the affected creature(s) of your presence or cause them to feel discomfort, giving them disadvantage on dexterity saving throws for the duration of the whistling and 1 round after.

Baritone Starting at 10th level, your spells that deal sonic damage and use your voice as a medium also deal 1d8 force damage. Furthermore, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. When you reach 15th level, the extra damage increases to 2d8

Symphony Starting at 15th level, your spells that involve using an instrument sooth the very core of the people within hearing range. Each nonhostile creature within hearing range (including you) can’t become deafened, and has advantage on saving throws against effects that cause any of the following condition until the the spell ends: blinded, charmed, frightened, and paralyzed

The School of Gasomancy

Gasomancy focuses on the smallest interactions inside the air. It studies the behavior of gases and odors, and how air interacts with other mediums like earth, water or fire.

Orb of Air beginning when you select this school at 2nd level, as a standard action, you can summon an orb of air around you, which will contain 5 minutes of oxygen, it cannot be destroyed by the environment. The orb will dissipate if the caster gains any special condition (prone, stunned, etc.) Desaturation Starting at 5th level, you can concentrate for 1 minute, after which you will partially deprive the area of oxygen, causing all breathing creatures (except you) in a 30 feet radius circle to gain 1 level of exhaustion. The area will maintain this level of oxygen until it has naturally re- stabilized (if outdoors) after 10 minutes. When you reach 15th level, the exhaustion increases to 2 levels.

Fluid Mechanics Starting at 10th level, your spells that deal wind damage reach an extra half of their range after hitting their target, continuing on their path and dealing the same amount of damage.

Supersaturation Starting at 15th level, you can concentrate for 1 minute, after which you will saturate the area with the most prominent element already in the vicinity. For the next 10 rounds, if any creature within a 30 feet radius casts any spell that deals , fire, force or thunder damage, roll a d6 for the outcome: 1 or 2. All creatures in the area receive 2d8 cold damage and move at half speed for the next 2 rounds. 3 or 4. All creatures in the area receive 2d8 fire damage. Clothing may be set ablaze. 5 or 6. All creatures in the area receive 2d4 force damage and must make a Constitution saving throw. On a failed save, they are pushed 10 feet away from the center of the cast area. List of Aeromancy Spells

Razor Wind 1st-level Casting Time: 1 action Range: Self (30-feet line) Components: V, S Duration: Instantaneous You let a howl of wind cut in front of you, decapitating any grass leaf or branch in the path. Each creature in a 30-foot line must make a Dexterity saving throw. A creature takes 1d6 wind damage on a failed save. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

SPELL IDEAS Thunder Tornado Create Boost (Dash) Change Wind Direction Create Air (for underwater and what not)