Elemancy n Elemancer, a student of the five elements, delves into the profound connection between the material world and the spiritual realms. Through the harmonious integration of mind, body, and soul, they wield the powers of elemancy, a formidable blend of martial prowess and elemental magic. Drawing inspiration from the natural world and guided by the principles of wisdom, spirituality, and wholeness of self, the Elemancer is a master of unleashing focused and devastating strikes while maintaining control over the ebb and flow of combat. Warrior of the Elements Through disciplined training, the Elemancer learns to channel the raw energies of the elements: earth, fire, water, air, and lightning. These elements are not merely tools but manifestations of their inner power. By tapping into these primal forces, Elemancers become conduits of immense destructive potential. In battle, an Elemancer possesses the ability to manipulate the elements, shaping them into potent weapons or shields. With a focused mind and precise movements, they can summon the searing heat of fire to scorch their foes, bend the currents of air to strike with blinding speed, or harness the solidity of earth to create unyielding barriers. By seamlessly blending their martial techniques with the elemental forces, they control the battlefield with unparalleled finesse. Depth of Focus The Elemancer’s strikes are characterized by their precise and focused nature. Instead of relying on raw force, they seek to exploit the vulnerabilities of their opponents, targeting weak points and disrupting their defenses. Their attacks carry a fluidity and grace that allows them to strike swiftly and accurately, maximizing the impact of each blow. Additionally, the Elemancer possesses an innate understanding of the ebb and flow of combat. They can read the subtle cues and rhythms of battle, gaining a heightened sense of timing and anticipation. With a flick of their hand, they can disrupt the enemy’s movements, leaving them off-balance and vulnerable. Through careful observation and deep attunement to the flow of combat, the Elemancer can seize opportunities to disable or delay opponents, turning the tides of battle in their favor. Inner Truth As an Elemancer, you will embark on a journey of selfdiscovery and enlightenment. As you progress, you will unlock new elemental techniques and deepen your connection to the five elements, gaining greater control over their destructive power. Through the cultivation of wisdom and spiritual growth, you will become a force to be reckoned with, embodying the very essence of elemancy and forging your own path towards wholeness and mastery. Embrace the elemental forces within you and become an instrument of devastation and serenity on the battlefield. Elemancy Table Level Proficiency Bonus Features Elemancy Die Elemancy Dice 1st +2 Elemancy, Elemantic Strikes d4 3 2nd +2 Elemancy Focus d4 4 3rd +2 Sixth Element d4 5 4th +2 Ability Score Increase d4 6 5th +3 Extra Attack, Wise Elemancy d4 8 6th +3 Elemantic Burst d6 9 7th +3 Sixth Element Feature d6 10 8th +3 Ability Score Increase d6 11 9th +4 Improved Elemantic Strikes d6 13 10th +4 Elemental Aura d6 14 11th +4 Mastered Elemancy Focus d8 15 12th +4 Ability Score Increase d8 16 13th +5 Sixth Element Feature d8 18 14th +5 Shape The Elements d8 19 15th +5 Vicious Elemantic Burst d8 20 16th +5 Ability Score Increase d10 21 17th +6 Nature Energy d10 23 18th +6 Legendary Elemental Hero d10 24 19th +6 Ability Score Increase d10 25 20th +6 The Avatar d12 26
Class Features Hit Points: Hit Dice: 1d8 per elementalist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier Proficiencies: Armor: light armor, shields. Weapons: simple weapons. Skills: two of; Arcana, Investigation, Perception, History, Insight, Religion. Saving Throws: Strength, Wisdom. Starting Equipment: A simple weapon of your choice, and a shield. An Explorer’s Pack, or a Dungoneer’s Pack. Leather armor, and a dagger. Elemancy: You have a number of d4s as seen in the Elemancy table that are used for many of your abilities, and are recovered by finishing a long rest. The die becomes a d6 at 6th level, a d8 at 11th level, and a d10 at 16th level, and a d12 and 20th level. When you choose this class, choose one or more of the following for your Elemancy Element: Fire, Ice, Wind, Earth, Lightning, this choice influences the damage type of your Elemancy abilities, and your active element can be changed when you finish a long rest. see below for associated damage types. Fire: Fire Ice: Cold Wind: Thunder Earth: Bludgeoning Lightning: Lightning Elemancy DC: The DC for your Elemancer features is equal to 8 plus your wisdom modifier plus your proficiency bonus. Elementic Strikes: Staring at 1st level, you may expend an elemancy die to cloak a weapon or your hands in your elemancy element for 1 minute as a bonus action. When you hit a creature while your Elemantic Strikes feature is active, you may have energy begin to envelop them, causing them to take additional damage equal to a roll of your elemancy die at the end of each their turns, until they spend an action to shake free of the energy, or one attack if they have multi-attack, additionally, the effect ends if your Elemantic Strikes ends. When you use your hands instead of a weapon of Elemantic Strikes, your unarmed strikes deal additional damage equal to your elemancy die plus your wisdom modifier, and you can make a ranged spell attack with a range of 60ft using your wisdom replacing any number of attacks you make. These attacks deal damage equal to a roll of your elemancy die plus your wisdom modifier, and starting at 11th level, they deal damage equal to two of your elemacy dice plus your wisdom modifier. Elemancy Focus: When you reach 2nd level, you have put enough time into development of techniques focused on your Element, depending on your choice of elements at 1st level and your active element, you gain one of the following enhancements to Elemental Strikes: Fire: Creatures that take the persistent damage take damage equal to two of your Elemancy Dice instead of one. Ice: Creatures that take persistent damage have thier movement speed reduced by 10ft until the end of their next turn. Wind: Your movement speed is increased by 10ft while your Elemantic Strikes feature is active. Earth: Your AC is increased by 1 while your Elemantic Strikes feature is active. Lightning: You can add your proficency bonus to damage while your Elemantic Strikes feature is active.
Sixth Element: Your study of elemancy has led you down a path of a new element, choose from Heart, Metal, Wood, or create your own. It gives you new features at 3rd, 7th, and 13th level. Ability Score Increase: 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Wise Elemancy: Additionally, at 5th level, you gain proficiency in the Wisdom skill of your choice, and may expend an Elemancy Die to add it to the result of a Wisdom check you make. You may add your Wisdom modifier to the result of an Elemancy Die you roll an number of times equal to your proficiency bonus, regaining expended uses of this ability on a short or long rest. Elemantic Burst: When you reach 6th level, you may, as an action you unleash a massive amount of elemental energy, choose one of the following forms for the attack: Creatures in a 30ft line must make a dexterity saving throw, taking damage equal to the result of the Elemancy Dice plus your Elemancy level, knocking them prone, and reducing all of their speeds to 10ft until the end of their next turn on a fail, or half damage and no additional effects on a success. Creatures in a 15ft cone must make a strength saving throw, taking damage equal to the result of the Elemancy Dice plus your Elemancy level, pushing them up to 15ft, and giving the blinded condition on a fail, or half damage and no additional effects on a success. Creatures within 5ft of you must make a constitution saving throw, taking damage equal to the result of the Elemancy Dice plus your Elemancy level, and the dazed contion on a fail, or half damage and no additional effects on a success. The damage type is the type associated with your Elemancy Element, and it deals damage equal to a number of elemancy dice equal to half your elemancy level plus your elemancy level. You may use this feature a number of times equal to your proficiency bouns, and then you must finish a short or long rest before using it again.
Improved Elemantic Strikes: Starting at 9th level, while your Elemantic Strikes feature is active, your reach is increased to 10ft if it isn’t already, and as a bonus action while the feature is active, you can prepare a powerful burst of energy. the next time you hit with an attack, you may expend an Elemancy Die to deal additional damage equal to twice the result. Elemental Aura: When you reach 10th level, energy is always coursing through your veins, and it permeates the air around you. You and allies within 15ft of you have resistance to the damage type associated with your Elemancy Element, and deal additional damage on attacks equal to your Elemancy die. Mastered Elemancy Focus: Starting at 11th level, you have studied your element enough to discover its purest form, damage you deal of your Elemancy Element ignores resistances, and, when you roll an 8 or higher on an Elemancy die, it isn’t expended. Additionally, your benefits from Elemancy Focus become to the following: Fire: Creatures that take the persistent damage take damage equal to three of your Elemancy Dice instead of one. Ice: Creatures that take persistent damage have thier movement speed reduced by half until the end of their next turn. Wind: Your movement speed is increased by 30ft while your Elemantic Strikes feature is active. Earth: Your AC is increased by 2 while your Elemantic Strikes feature is active. Lightning: You can add twice your proficency bonus to damage while your Elemantic Strikes feature is active. Shape The Elements: When you reach 14th level, As an action, you may expend a number of Elemancy Dice up to your proficiency bonus to create areas of damaging energy. For each die you expend, choose a point you can see within 60ft of you. A 10ft cube of energy appears, and it remains there for 1 minute, or untill you dismiss it (no action required.) Creatures that start their turns or enter the space take damage equal to a roll of your Elemancy Die plus your wisdom modifier. Vicious Elemantic Burst: At 15th level, when you use your Elemantic Burst, the size of the area is doubled. Additionally, creatures that fail the saving throw are affected as though they were hit with your Elemantic Strikes feature, and you no longer need to have it active for the persisent damage to remain in effect. Nature Energy: At 17th level, you regain 6 expended Elemancy Dice on a Short Rest, and once per long rest, you can spend 1 minute comepelety motionless to regain 6 expended Elemancy Dice. Legendary Elemental Aura: When you reach 18th level your Elemental Hero feature gains the following improvement: You and allies within 30ft of you have resistance to the damage type associated with your Elemancy Element, deal additional damage on attacks equal to two of your Elemancy die, and you can use your reaction when you or an ally within range fails a saving throw to expend an Elemancy Die and add it to their results. The Avatar: Starting at 20th level, you can choose from all Elemancy Elements at the beginning of each of your turns, you gain a flying speed of 60ft, you have advantage on attack rolls while using Elemantic Strikes, you deal an additional 1d12 damage whenever an Elemancy feature deals damage of your Elemancy Element, and when you hit with an attack, you can expend Elemancy Dice to deal additional damage equal to the results.
Sixth Element Features Heart Healing Heart: Your Elemancy Element can be “Heart;” its damage type is Radiant. As a bonus action, you may expend a number of Elemancy Dice up to your proficiency bonus, choose a creature within 30ft of you, that creature is healed by the result. Your Elemancy Focus feature has the following benefit: Heart: While your Elemantic Strikes feature is active, you can expend an elemancy die as a bonus action to give an ally within 30ft of you Temporary Hitpoints equal to half the results rounded up. Bolstering Friendship: When you take a short rest, you may expend an Elemancy Die. Choose up to six creatures, once within the next 8 hours, each chosen creature can add the number rolled to one ability check, Attack roll, or saving throw it makes. You have advantage on saving throws against being Frightened or Charmed. Daunting Presence: Creatures of your choice that end their turn within 30ft of you must make a Wisdom saving throw against your Elemancy DC, on a failed save, the creature cannot take reactions until the end of it’s next turn. Additionally, you gain the following enhancement to your Elemancy Focus feature: Heart: While your Elemantic Strikes feature is active, you can expend an elemancy die as a bonus action to give an ally within 30ft of you Temporary Hitpoints equal to the results. Metal The Element of War: Your Elemancy Element can be “Metal;” its elements are Slashing, Piercing, and Bludgeoning. (choose one per long rest) It counts as magical for bypassing resistances. You gain proficiency with Medium Armor and Martial weapons. Your Elemancy Focus feature has the following benefit: Metal: You may expend an Elemancy Die to add the result to an attack roll you make once per turn, if you do, you may also add the result to the damage roll. Battle Burst: Weapons you wield count as magical for bypassing resistances. When you use Elemantic Burst, you may make two melee weapon attacks as a bonus action. Swift Steel: Once per turn, when you take the Attack action, you may expend an Elemancy Die to make additional attacks equal to half the result rounded up, to a maximum of 4 with the same action. Additionally, you gain the following enhancement to your Elemancy Focus feature: Metal: You may expend an Elemancy Die to add the result to an attack roll you make, if you do, you may also add twice the result to the damage roll.
Wood Distracting Roots: Your Elemancy Element can be “Wood;” its type is Bludgeoning. When you take the Dodge action, creatures within 5ft of you must make a Wisdom saving throw against your Elemancy DC, on a failed save, they have disadvantage on attack rolls against creatures other than you, in addition, you may expend an Elemancy Die to take the Dodge action as a bonus action. Your Elemancy Focus feature has the following benefit: Wood: When your Elemantic Strikes feature is active, and you are targeted by an attack, as a reaction you may expend an Elemancy Die to add the result to your AC until the start of your next turn. Branches of Growth: You gain resistance to bludgeoning, piercing and slashing damage from non-magical sources. When you spend Hit Dice, you regain Elemancy Dice equal to half the number of hit dice you use, rounded down. Wooden Mech: As an action, you may expend up to your proficiency bonus Elemancy Dice to make a defensive Wooden Mech, while it is active, you gain the following benifits: Your size increases to large You gain 40 + the results of the dice temp HP You have resistance to psychic damage You can replace one of your attacks with a special melee weapon attack, it uses your wisdom or strength modifier, and deals 2d10 + modifier bludgeoning damage. The Wooden Mech lasts until you lose the temporary hitpoints, or until you take a long rest. Additionally, you gain the following enhancement to your Elemancy Focus feature: Wood: When your Elemantic Strikes or Wooden Mech feature is active, and you are targeted by an attack, as a reaction you may expend one or more Elemancy Dice to add the result to your AC until the start of your next turn. Darkness Shadow Magic: Your Elemancy Element can be “Darkness;” its type is necrotic. When you start your turn within an area of darkness, magical or natural, you may bend it to your will and can see through it as though it were an area of bright light. Until the end of your next turn, you can cast Hex, Blindness/Deafness (only Blindness), and Arms of Hadar, expending an elemancy die instead of a spell slot, and without material components, when you reach 7th level they are upcast to 3rd level, and when you reach 13th level, they are upcast to 5th level. Your Elemancy Focus feature has the following benefit: Darkness: Creatures that take the persistent damage cannot regain Hitpoints until the end of their next turn. Master of Drain: If your hitpoint maximum would be reduced, it is reduced by half as much. When you use Elemantic Burst, you can regain hitpoints equal to half the damage you deal, if you do you must finish a short or long rest before you do so again. Cloak of Shadows: As an action, you can expend 4 elemancy dice to activate a cloak of shadows, creating a 5ft area of magical darkness centered on you that lasts for 1 minute. While it is active, you can cast misty step without expending a spell slot. Additionally, you gain the following enhancement to your Elemancy Focus feature: Darkness: Creatures that take the persistent damage cannot regain Hitpoints until the end of their next turn, and have disadvantage on saving throws.