- this follows extensive work I once did for the 2e elementalist
- comments requested. prefer comments with suggested revisions
- zero level spells left out because their just aren't enough of them
- certain spell choices made to correspond to the book. I chose
only spells from the core set, not from any supplements
- granted powers, ditto. I tried to change as little as possible
from existing granted powers
- enjoy!
Yehuda
======
Core Class: The Elementalist
While Clerics aspire to make themselves known and beloved to their
deities, the Elementalist believes that he can acquire a deity's power
directly. In this way, they are to the cleric what sorcerers are to
wizards: natural adepts who deal directly with powers that must
otherwise be gained through devotion and study. Elementalists hope to
be, one day, not the servants of the deities, but the deities
themselves! After all, the deities today had to start out somewhere.
Low level Elementalists tend to be ignored by deities, who find such
mortal strivings to be insignificant. As the Elementalist gains power
and levels, generally by about 15th level, he may begin to attract
attention to himself. Some of the attention may be favorable depending
upon the whims and personalities of the beings who take notice. On the
other hand, some of the attention might arise from fear, jealousy or
anger. Therefore, many Elementalists tend to hide their abilities,
especially around other divine spellcasters, even at fairly low levels,
often passing themselves off as Clerics, Druids or sorcerers. On the
other hand, some Elementalists may have good relationships with local
cleric guilds and their deities, who share similar values and purposes.
Adventurers
-----------
Elementalists adventure for the same reason that sorcerers adventure,
namely to practice and develop their powers through use, learning and
exposure. They may also seek to acquire a reputation, or to hide from
one.
Races
-----
All races that have Clerics have Elementalists. However, Elementalists
are rare among all races.
Religion
--------
Most Elementalists do not give allegiance to religion, seeking to
acquire the powers of the deities they admire, or fear, on their own.
Some, however, work with the blessing of their deities, as apprentices
who the deity hopes will someday work together with (or as a slave for)
them.
Background
----------
Elementalists have similar backgrounds to sorcerers. They discovered
that they can control elements using their perceptive abilities at an
early age, and they have worked hard to foster this control. They tend
to be secretive and loners. Some, such as good, healing and law
Elementalists, may have received training in their powers at local
cleric guilds as special pupils by discerning Parishers.
Classes
-------
As a rule, Elementalists associate well with the arcane spell using
classes, seeking to gain insight and experience to help increase their
own skills. Most Elementalists will hide their class from divine spell
casters, fearful of attracting attention to their abilities from those
who are in direct communication with divine powers. They have good
working relationships with other classes such as rogues, fighters,
etc...
Abilities
---------
Wisdom is the primary ability required of Elementalists, for casting
their "divine" spells and determining the number and power of spells
they can cast. Dexterity is important, since Elementalists tend not to
wear cumbersome armor, and rely on agility to protect themselves. A
high charisma and intelligence is also beneficial to many of their
skills and spells.
Alignment
---------
Varies by element. In some cases the alignment is restricted by the
domain chosen. E.g. An Elementalist who chooses the good domain must be
of good alignment, or at least of neutral alignment tending toward
good.
Hit Dice
--------
d6 per level
Skill Points
------------
At first level: (2 + Int modifier) * 4
At subsequent levels: 2 + Int modifier
Class Skills
------------
Alchemy, Concentration, Craft, Profession, Spellcraft
Domain Skills
-------------
Air: Balance, Jump, Tumble
Animal: Animal Empathy, Handle Animal, Knowledge (nature), Ride,
Wilderness Lore
Chaos: Bluff, Escape Artist
Death: Move Silently
Destruction: Disable Device
Earth: Balance, Climb, Intuit Direction
Evil: Disguise, Forgery, Intimidate, Scry
Fire: Scry
Good: Diplomacy, Sense Motive
Healing: Heal, Knowledge (medicine), Wilderness Lore
Knowledge: Appraise, Decipher Script, Gather Information, Intuit
Direction, Knowledge (all), Scry, Speak Language, Wilderness Lore
Law: Diplomacy, Knowledge (law), Sense Motive
Luck: Disable Device, Disguise, Escape Artist, Hide, Spot
Magic: Knowledge (arcana), Scry
Plant: Knowledge (nature), Use Rope, Wilderness Lore
Protection: Disguise, Hide, Move Silently
Strength: Balance, Climb, Intimidate, Jump, Swim
Sun: Knowledge (nature), Spot
Travel: Climb, Escape Artist, Intuit Direction, Ride, Swim, Wilderness
Lore
Trickery: Bluff, Hide, Disguise, Forgery, Open Lock, Pick Pocket, Read
Lips
War: Bluff, Diplomacy, Intimidate, Knowledge (military), Ride
Water: Balance, Knowledge (nature), Swim
Weapon and Armor Proficiency
----------------------------
Elementalists are proficient with all simple weapons and with light
armor. They are not proficient with any shields.
TABLE: The Elementalist
-----------------------
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +0 +2 1st Domain
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5 2nd Domain
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7 3rd Domain
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11 Miracle 1/day
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Miracle 2/day
TABLE: Elementalist Spells Per Day
----------------------------------
--------------Spells per Day------------
Level 1 2 3 4 5 6 7 8 9
----- - - - - - - - - -
1 3
2 4
3 5
4 6 3
5 6 4
6 6 5 3
7 6 6 4
8 6 6 5 3
9 6 6 6 4
10 6 6 6 5 3
11 6 6 6 6 4
12 6 6 6 6 5 3
13 6 6 6 6 6 4
14 6 6 6 6 6 5 3
15 6 6 6 6 6 6 4
16 6 6 6 6 6 6 5 3
17 6 6 6 6 6 6 6 4
18 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6
Spells: An Elementalist casts divine spells. He does so through his own
innate powers, instead of having them granted to him by a deity. An
Elementalist may cast any spell on his domain spell list(s), up to the
maximum number he can cast per day of each spell level, and provided he
can cast spells of that level.
An Elementalist gains bonus spells based on his Wisdom score.
An Elementalist must get a good night's sleep and spend 1 hour studying
his spells in quiet contemplation to regain his daily allotment of
spells. Time spent resting has no effect on whether an Elementalist can
prepare spells.
An Elementalist may use a higher-level slot to cast a lower-level spell
if he so chooses. The spell is still treated as its actual level, not
the level of the slot used to cast it.
To learn or cast a spell, an Elementalist must have a Wisdom score of
at least 10 + the spell's level. The Difficulty Class for saving throws
against Elementalist spells is 10 + the spell's level + the
Elementalists Wisdom modifier.
Domains: An Elementalist gains one domain at first level. He gains
access to the granted power of that domain, as well as the spell lists
for that domain.
At sixth level, he gains access to a new domain. When the new domain is
taken, the Elementalist gains access to the new domain's granted power
and the new domain's class skills. The Elementalist also gains access
to the new domain's spell list, but only as an Elementalist five levels
lower than his class level. He casts spells from the new domain as an
Elementalist five levels lower than his current Elementalist level. In
any case, the total number of spells that the Elementalist may cast
per day does not change upon gaining the new domain.
E.g. at sixth level, the Elementalist casts six first level spells,
five second level spells, and one third level spell, not including
spell bonuses for Wisdom. He may cast spells from either of his two
domains, but he may only cast first level spells from his new domain,
and he casts them as a first level Elementalist. Spells from his
original domain are cast at sixth level.
An Elementalist gains a third domain at eleventh level. He gains access
to the new domain's granted power and class skills, and may cast spells
using the new domain's spell list as an Elementalist ten levels lower
than his class level.
The Elementalist may not gain a new domain that is directly opposed to
one of his current domains. E.g. if he already has the good domain, he
may not take the evil domain. See the guidelines for Clerics in the
Player's Handbook for further information.
An Elementalist may opt not to gain a new domain at any level that he
would normally get one. If he chooses not to gain the new domain, he
may instead increase the granted power of a domain that he has
previously gained. For domain powers that are utilized a certain number
of times per day, he may use them twice as often. For domain powers
that grant a caster level bonus to certain spells, increase the level
granted by one (e.g. +1 level becomes +2 level). For the magic domain,
add 2 to the effective level of bonus granted. For the war domain,
choose an additional weapon. In addition, he gains the Spell Focus feat
for all spells in the chosen domain.
Miracle: At 18th level, an Elementalist gains the ability to perform a
miracle once per day, as per the miracle spell, with certain changes.
The miracle can only be related to the domain the Elementalist acquired
at first level, i.e. duplicating a spell on that domain's spell list or
a spell of similar nature on any other spell list, or acting against a
spell or creature directly opposed to the domain (such as good vs evil,
earth vs air, etc...). The Elementalist himself casts the miracle,
instead of requesting it from some deity. In addition, the Elementalist
may cast the miracle for a petitioner. If he does so, any XP costs may
be paid by the petitioner instead of by the Elementalist himself.
Using a miracle in an open manner is likely to attract certain deities
and demi-gods who have an interest in such matters. Some may be
friendly, others might not be so friendly.
At 20th level, he may cast a miracle twice per day.
Ex-Elementalist: An Elementalist who gains level as a cleric or a druid
must forgo all of his Elementalist abilities. If he later desires to
resume being an Elementalist, he must give up his clerical or Druidic
powers. If he does so, he regains his elemental abilities the next time
he raises level.
Spell Lists and Granted Powers
------------------------------
Air Domain
Granted Powers: Turn or destroy earth creatures as a good cleric turns
undead. Rebuke or command air creatures as an evil cleric rebukes
undead. Use these abilities a total number of times per day equal to 3
+ your Charisma modifier.
1. Endure Elements (sonic), Entropic Shield, Feather Fall, Obscuring
Mist, Resist Elements (sonic), Shatter, Silence, Sound Burst
2. Blur, Fog Cloud, Levitate, Sculpt Sound, Stinking Cloud, Whispering
Wind, Wind Wall
3. Call Lightning, Fly, Gaseous Form, Gust of Wind, Leomund's Tiny Hut,
Lightning Bolt, Water Breathing
4. Air Walk, Control Winds, Leomund's Secure Shelter, Shout, Solid Fog
5. Cloudkill, Mind Fog, Otiluke's Freezing Sphere, Otiluke's Resilient
Sphere, Wall of Force
6. Chain Lightning, Bigby's Interposing Hand, Repulsion, Telekinesis,
Wind Walk
7. Acid Fog, Bigby's Forceful Hand, Control Weather, Incendiary Cloud
8. Bigby's Grasping Hand, Forcecage, Otiluke's Telekinetic Sphere,
Whirlwind
9. Bigby's Crushing Hand, Elemental Swarm (air or electric), Implosion
Animal Domain
Granted Powers: You cast animal friendship once per day.
1. Animal Messenger, Calm Animals, Detect Animals, Feather Fall, Magic
Fang, Mount, Spider Climb, Summon Nature's Ally I
2. Alter Self, Bull's Strength, Cat's Grace, Hold Animal, Speak with
Animals, Summon Nature's Ally II, Summon Swarm
3. Dominate Animal, Greater Magic Fang, Fly, Polymorph Other, Polymorph
Self, Summon Nature's Ally III, Water Breathing
4. Freedom of Movement, Giant Vermin, Reincarnate, Repel Vermin, Summon
Nature's Ally IV
5. Animal Growth, Awaken Animal, Commune with Nature, Insect Plague,
Summon Nature's Ally V
6. Antilife Shell, Raise Dead, Regenerate, Repulsion, Summon Nature's
Ally VI
7. Animal Shapes, Mind Blank, Statue, Summon Nature's Ally VII
8. Creeping Doom, Finger of Death, Foresight, Summon Nature's Ally VIII
9. Shapechange, Summon Nature's Ally IX, Wail of the Banshee
Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.
1. Change Self, Color Spray, Entangle, Entropic Shield, Grease,
Protection from Law, Random Action, Ventriloquism
2. Alter Self, Blur, Mirror Image, Misdirection, Shatter, Tasha's
Hideous Laughter, Warp Wood
3. Blink, Confusion, Dispel Magic, Displacement, Emotion, Magic Circle
against Law, Polymorph Other
4. Break Enchantment, Chaos Hammer, Dismissal, Freedom of Movement,
Modify Memory
5. Dispel Law, False Vision, Feeblemind, Greater Dispelling, Mind Fog
6. Animate Objects, Antimagic Field, Disintegrate, Mislead, Spell
Turning
7. Insanity, Otto's Irresistible Dance, Reverse Gravity, Word of Chaos
8. Antipathy, Cloak of Chaos, Earthquake, Polymorph Any Object
9. Freedom, Mordenkainen's Disjunction, Summon Monster IX (chaos)
Death Domain
Granted Power: You may use a death touch once per day. Your death
touch is a spell-like ability that is a death effect. You must
succeed at a melee touch attack against a living creature (using the
rules for touch spells). When you touch, roll 1d6 per your cleric
level. If the total at least equals the creature's current hit
points, it dies.
1. Cause Fear, Chill Touch, Curse Water, Deathwatch, Detect Undead,
Inflict Light Wounds, Invisibility to Undead, Ray of Enfeeblement
2. Death Knell, Desecrate, Ghoul Touch, Inflict Moderate Wounds, Scare,
Spectral Hand, Tasha's Hideous Laughter
3. Animate Dead, Fear, Gentle Repose, Inflict Serious Wounds, Negative
Energy Protection, Speak with Dead, Vampiric Touch
4. Death Ward, Enervation, Inflict Critical Wounds, Mind Fog, Rusting
Grasp
5. Circle of Doom, Magic Jar, Raise Dead, Slay Living, Unhallow
6. Antilife Shell, Circle of Death, Create Undead, Disintegrate, Harm
7. Blasphemy, Destruction, Finger of Death, Resurrection
8. Clone, Create Greater Undead, Horrid Wilting, Unholy Aura
9. Energy Drain, True Resurrection, Wail of the Banshee
Destruction Domain
Granted Power: You gain the smite power, the supernatural ability
to make a single melee attack with a +4 attack bonus and a damage
bonus equal to your cleric level (if you hit). You must declare the
smite before making the attack. It is usable once per day.
1. Doom, Entangle, Erase, Inflict Light Wounds, Magic Fang, Ray of
Enfeeblement, Reduce, True Strike
2. Bull's Strength, Death Knell, Inflict Moderate Wounds, Knock,
Shatter, Soften Earth and Stone, Warp Wood
3. Contagion, Diminish Plants, Dispel Magic, Fireball, Inflict Serious
Wounds, Invisibility Purge, Shrink Item
4. Antiplant Shell, Inflict Critical Wounds, Quench, Rusting Grasp,
Transmute Rock to Mud
5. Antilife Shell, Break Enchantment, Circle of Doom, Greater
Dispelling, Righteous Might
6. Blade Barrier, Flesh to Stone, Harm, Move Earth, Repel Metal or
Stone
7. Creeping Doom, Delayed Blast Fireball, Destruction, Disintegrate
8. Bigby's Clenched Fist, Earthquake, Fire Storm, Whirlwind
9. Bigby's Crushing Hand, Implosion, Storm of Vengeance
Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns
undead. Rebuke or command earth creatures as an evil cleric rebukes
undead. Use these abilities a total number of times per day equal to
3 + your Charisma modifier.
1. Alarm, Detect Secret Doors, Detect Snares and Pits, Enlarge, Hold
Portal, Magic Stone, Reduce, Spider Climb
2. Arcane Lock, Chill Metal, Endurance, Find Traps, Heat Metal,
Shatter, Soften Earth and Stone
3. Illusory Wall, Locate Creature, Locate Object, Meld into Stone,
Slow, Snare, Stone Shape
4. Antiplant Shell, Dimension Door, Fabricate, Hallucinatory Terrain,
Rusting Grasp, Scrying, Spike Stones
5. Leomund's Secret Chest, Passwall, Transmute Mud to Rock, Transmute
Rock to Mud, Wall of Stone
6. Flesh to Stone, Move Earth, Stoneskin, Stone Tell, Stone to Flesh
7. Earthquake, Phase Door, Refuge, Statue
8. Iron Body, Repel Metal or Stone, Symbol, Trap the Soul
9. Elemental Swarm (earth), Freedom, Imprisonment
Evil Domain
Granted Power: You cast evil spells at +1 caster level.
1. Bane, Cause Fear, Charm Person, Chill Touch, Command, Curse Water,
Doom, Protection from Good
2. Death Knell, Desecrate, Ghoul Touch, Scare, Suggestion, Tasha's
Hideous Laughter, Undetectable Alignment
3. Animate Dead, Bestow Curse, Contagion, Evard's Black Tentacles,
Fear, Magic Circle against Good, Vampiric Touch
4. Dominate Person, Phantasmal Killer, Poison Touch, Scrying, Unholy
Blight
5. Circle of Doom, Dispel Good, Magic Jar, Nightmare, Unhallow
6. Circle of Death, Create Undead, Eyebite, Harm, Planar Binding
7. Blasphemy, Control Undead, Power Word: Stun, Simulacrum
8. Greater Planar Binding, Power Word: Blind, Trap the Soul, Unholy
Aura
9. Imprisonment, Power Word: Kill, Summon Monster IX (evil)
Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric
turns undead. Rebuke or command fire creatures as an evil cleric
rebukes undead. Use these abilities a total number of times per day
equal to 3 + your Charisma modifier.
1. Burning Hands, Chill Touch, Endure Elements (fire or cold), Faerie
Fire, Fire Trap, Flare, Light, Hypnotism
2. Chill Metal, Daylight, Flaming Sphere, Heat Metal, Produce Flame,
Pyrotechnics, Shocking Grasp
3. Continual Flame, Flame Arrow, Flame Blade, Fireball, Hypnotic
Pattern, Resist Elements (fire or cold), Searing Light
4. Explosive Runes, Flame Strike, Lightning Bolt, Protection from
Elements (fire or cold), Wall of Fire
5. Cone of Cold, Fire Shield, Neutralize Poison, Quench, Scrying
6. Delayed Blast Fireball, Disintegrate, Fire Seeds, Greater Scrying,
Otiluke's Freezing Sphere
7. Chain Lightning, Fire Storm, Prismatic Spray, Sunbeam
8. Incendiary Cloud, Prismatic Wall, Sunburst, Symbol
9. Elemental Swarm (fire or cold), Meteor Swarm, Prismatic Sphere
Good Domain
Granted Power: You cast good spells at +1 caster level.
1. Animal Friendship, Bless, Calm Animals, Detect Evil/Good, Protection
from Evil, Sanctuary, Shield of Faith, Sleep
2. Aid, Calm Emotions, Consecrate, Endurance, Gentle Repose, Shield
Other, Suggestion
3. Helping Hand, Lesser Geas, Magic Circle against Evil, Magic
Vestment, Prayer, Remove Curse, Searing Light
4. Dismissal, Divine Power, Holy Smite, Lesser Planar Ally, Status
5. Dispel Evil, Hallow, Mark of Justice, Righteous Might, True Seeing
6. Blade Barrier, Geas/Quest, Heroes' Feast, Planar Ally, Wind Walk
7. Holy Word, Power Word: Stun, Spell Turning, Statue
8. Holy Aura, Mass Heal, Power Word: Blind, Screen
9. Summon Monster IX (good), Temporal Stasis, Time Stop
Healing Domain
Granted Power: You cast healing spells at +1 caster level.
1. Bless, Cure Light Wounds, Deathwatch, Goodberry, Protection from
Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith
2. Cure Moderate Wounds, Delay Poison, Gentle Repose, Lesser
Restoration, Remove Paralysis, Shield Other, Spectral Hand
3. Cure Serious Wounds, Neutralize Poison, Plant Growth, Prayer, Remove
Blindness/Deafness, Remove Curse, Remove Disease
4. Cure Critical Wounds, Death Ward, Reincarnate, Restoration, Status
5. Atonement, Break Enchantment, Healing Circle, Raise Dead, Spell
Resistance
6. Globe of Invulnerability, Heal, Heroes' Feast, Mass Haste, Stone to
Flesh
7. Greater Restoration, Regenerate, Resurrection, Spell Turning
8. Clone, Holy Aura, Iron Body, Mass Heal
9. Soul Bind, Temporal Stasis, True Resurrection
Knowledge Domain
Granted Power: You cast divinations at +1 caster level.
1. Comprehend Languages, Detect Animals or Plants, Detect Magic, Detect
Poison, Detect Secret Doors, Find Traps, Identify, True Strike
2. Augury, Detect Thoughts, Locate Object, Misdirection, See
Invisibility, Speak with Animals, Tongues
3. Clairaudience/Clairvoyance, Confusion, Illusory Script,
Nondetection, Scrying, Speak with Dead, Speak with Plants
4. Discern Lies, Divination, Detect Scrying, Modify Memory, Sending
5. Awaken, Commune with Nature, Contact Other Plane, Feeblemind, True
Seeing
6. Analyze Dweomer, Find the Path, Prying Eyes, Mislead, Stone Tell
7. Demand, Greater Scrying, Legend Lore, Insanity
8. Discern Location, Mind Blank, Screen, Vision
9. Astral Projection, Foresight, Freedom
Law Domain
Granted Power: You cast Law spells at +1 caster level.
1. Alarm, Calm Animals, Charm Person, Command, Protection from Chaos,
Remove Fear, Sanctuary, Unseen Servant
2. Calm Emotions, Detect Thoughts, Hold Person, See Invisibility,
Shield Other, Suggestion, Zone of Truth
3. Charm Monster, Dispel Magic, Dominate Animal, Glyph of Warding,
Lesser Geas, Magic Circle against Chaos, Remove Curse
4. Break Enchantment, Discern Lies, Dominate Person, Order's Wrath,
Otiluke's Resilient Sphere
5. Control Water, Dispel Chaos, Mark of Justice, Mordenkainen's
Faithful Hound, True Seeing
6. Control Weather, Geas/Quest, Hold Monster, Mass Suggestion, Planar
Ally
7. Bigby's Grasping Hand, Dictum, Forcecage, Mordenkainen's Sword
8. Binding, Demand, Discern Location, Shield of Law
9. Dominate Monster, Mordenkainen's Disjunction, Summon Monster IX
(law)
Luck Domain
Granted Power: You gain the power of good fortune, which is usable
once per day. This extraordinary ability allows you to re-roll one
roll that you have just made. You must take the result of the
re-roll, even if it's worse than the original roll.
1. Charm Person, Detect Secret Doors, Entangle, Entropic Shield,
Expeditious Retreat, Obscuring Mist, Remove Fear, True Strike
2. Aid, Cat's Grace, Find Traps, Fog Cloud, Mirror Image, Misdirection,
Rope Trick
3. Blink, Confusion, Dispel Magic, Displacement, Haste, Keen Edge,
Protection from Elements
4. Freedom of Movement, Greater Magic Weapon, Improved Invisibility,
Spell Immunity, Stoneskin
5. Break Enchantment, False Vision, Mislead, Teleport, True Seeing
6. Contingency, Mass Haste, Mislead, Veil
7. Drawmij's Instant Summons, Ethereal Jaunt, Spell Turning, Teleport
without Error
8. Holy Aura, Antimagic Field, Cloak of Chaos, Mind Blank
9. Foresight, Gate, Shapechange
Magic Domain
Granted Power: Use any scroll, wand, and other devices with spell
completion or spell trigger activation as a wizard or cleric of
one-half your Elementalist level (at least 1st level). For the
purpose of using a scroll or other magic device, if you are also a
wizard or a cleric, the appropriate level and these effective
levels stack.
1. Detect Magic, Mage Armor, Magic Missile, Magic Stone, Magic Weapon,
Nystul's Magical Aura, Nystul's Undetectable Aura, Shield
2. Arcane Lock, Glitterdust, Identify, Knock, Leomund's Trap, Magic
Mouth, Rope Trick
3. Dispel Magic, Greater Magic Weapon, Invisibility Purge, Magic
Vestment, Nondetection, Phantom Steed, Sepia Snake Sigil
4. Break Enchantment, Imbue with Spell Ability, Minor Globe of
Invulnerability, Rary's Mnemonic Enhancer, Spell Immunity
5. Greater Dispelling, Magic Jar, Permanency, Spell Resistance, Wall of
Force
6. Analyze Dweomer, Animate Objects, Antimagic Field, Globe of
Invulnerability, Mordenkainen's Lucubration
7. Disintegrate, Drawmij's Instant Summons, Mordenkainen's Sword, Spell
Turning
8. Mind Blank, Polymorph Any Object, Protection from Spells, Symbol
9. Gate, Mordenkainen's Disjunction, Time Stop
Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric
rebukes or commands undead. Use these abilities a total number of
times per day equal to 3 + your Charisma modifier.
1. Animate Rope, Delay Poison, Detect Animals or Plants, Detect Snares
and Pits, Entangle, Goodberry, Pass without Trace, Shillelagh
2. Barkskin, Consecrate, Continual Flame, Protection from Arrows, Tree
Shape, Warp Wood, Wood Shape
3. Daylight, Diminish Plants, Hallucinatory Terrain, Plant Growth,
Remove Disease, Snare, Soften Earth and Stone
4. Antiplant Shell, Control Plants, Freedom of Movement, Quench,
Rusting Grasp
5. Awaken, Commune with Nature, Fabricate, Tree Stride, Wall of Thorns
6. Fire Seeds, Ironwood, Liveoak, Repel Wood, Transport via Plants
7. Changestaff, Control Weather, Repel Metal or Stone, Transmute Metal
to Wood
8. Antipathy, Command Plants, Horrid Wilting, Sympathy
9. Earthquake, Shambler, Shapechange
Protection Domain
Granted Power: You can generate a protective ward, a spell-like
ability to grant someone you touch a resistance bonus on her next
saving throw equal to your level. Activating this power is a
standard action. The protective ward is an abjuration effect with a
duration of 1 hour that is usable once per day.
1. Alarm, Endure Elements, Entropic Shield, Hold Portal, Mage Armor,
Sanctuary, Shield, Shield of Faith
2. Aid, Blur, Endurance, Invisibility, Protection from Arrows, Resist
Elements, Shield Other
3. Glyph of Warding, Leomund's Tiny Hut, Magic Circle against
Chaos/Evil/Good/Law, Meld into Stone, Negative Energy Protection,
Protection from Elements, Wind Wall
4. Death Ward, Minor Globe of Invulnerability, Spell Immunity,
Stoneskin, Wall of Fire
5. Bigby's Interposing Hand, Mordenkainen's Faithful Hound, Spell
Resistance, Wall of Force, Wall of Stone
6. Antilife Shell, Antimagic Field, Blade Barrier, Globe of
Invulnerability, Guards and Wards
7. Repulsion, Sequester, Spell Turning, Symbol
8. Iron Body, Mind Blank, Prismatic Wall, Protection from Spells
9. Antipathy, Foresight, Prismatic Sphere
Strength Domain
Granted Power: You can perform a feat of strength, which is the
supernatural ability to gain an enhancement bonus to Strength equal
to your level. Activating the power is a free action, the power
lasts 1 round, and it's usable once per day.
1. Chill Touch, Divine Favor, Endure Elements, Enlarge, Magic Fang, Ray
of Enfeeblement, Reduce, Remove Fear
2. Aid, Barkskin, Bull's Strength, Death Knell, Endurance, Resist
Elements, Sound Burst
3. Giant Vermin, Greater Magic Fang, Gust of Wind, Keen Edge, Magic
Vestment, Plant Growth, Protection from Elements
4. Animal Growth, Dominate Person, Enervation, Shout, Spell Immunity
5. Bigby's Interposing Hand, Break Enchantment, Righteous Might, Spell
Resistance, Wall of Force
6. Bigby's Forceful Hand, Ironwood, Repulsion, Stoneskin, Tenser's
Transformation
7. Bigby's Grasping Hand, Forcecage, Spell Turning, Statue
8. Bigby's Clenched Fist, Horrid Wilting, Iron Body, Repel Metal or
Stone
9. Bigby's Crushing Hand, Dominate Monster, Energy Drain
Sun Domain
Granted Powers: Turn or destroy undead as a good cleric turns
undead. Use this ability a total number of times per day equal to 3
+ your Charisma modifier.
1. Blur, Burning Hands, Color Spray, Daylight, Endure Elements (fire or
cold), Faerie Fire, Flare, Hypnotism
2. Darkness, Flame Blade, Heat Metal, Hypnotic Pattern, Produce Flame,
Pyrotechnics, Resist Elements (fire or cold)
3. Blindness/Deafness (blind), Continual Flame, Deeper Darkness,
Fireball, Flame Arrow, Protection from Elements (fire and cold),
Searing Light
4. Fire Shield, Hallucinatory Terrain, Quench, Rainbow Pattern, Shadow
Conjuration
5. Flame Strike, Greater Shadow Conjuration, Mirage Arcana, Shadow
Evocation, Wall of Fire
6. Control Weather, Fire Seeds, Greater Shadow Evocation, Shades, True
Seeing
7. Delayed Blast Fireball, Prismatic Spray, Shadow Walk, Sunbeam
8. Fire Storm, Prismatic Wall, Shadow Walk, Sunburst
9. Elemental Swarm (fire), Prismatic Sphere, Vision
Travel Domain
Granted Powers: For a total of 1 round per your cleric level per
day, you can act normally regardless of magical effects that impede
movement (similar to the effect of the spell freedom of movement).
This effect occurs automatically as soon as it applies, lasts until
it runs out or is no longer needed, and can operate multiple times
per day (up to the total daily limit of rounds). This is a
spell-like ability.
1. Alarm, Endure Elements, Expeditious Retreat, Feather Fall, Jump,
Mount, Pass without Trace, Spider Climb
2. Cat's Grace, Endurance, Levitate, Locate Object, Resist Elements,
Rope Trick, Whispering Wind
3. Blink, Fly, Gaseous Form, Haste, Leomund's Tiny Hut, Phantom Steed,
Water Walk
4. Dimension Door, Freedom of Movement, Legend Lore, Leomund's Secure
Shelter, Locate Creature
5. Ethereal Jaunt, Passwall, Plane Shift, Teleport, Tree Stride
6. Find the Path, Mass Haste, Transport via Plants, Wind Walk, Word of
Recall
7. Etherealness, Mordenkainen's Magnificent Mansion, Shadow Walk,
Teleport without Error
8. Discern Location, Freedom, Phase Door, Teleportation Circle
9. Astral Projection, Foresight, Gate
Trickery Domain
Granted Power: You cast Illusion spells at +1 caster level.
1. Change Self, Charm Person, Entangle, Grease, Nystul's Magical Aura,
Obscuring Mist, Silent Image, Ventriloquism
2. Invisibility, Leomund's Trap, Minor Image, Misdirection,
Pyrotechnics, Suggestion, Tasha's Hideous Laughter
3. Emotion, Illusory Script, Major Image, Nondetection, Sculpt Sound,
Snare, Stone Shape
4. Charm Monster, Confusion, Modify Memory, Polymorph Other, Solid Fog
5. Dream, False Vision, Mirage Arcana, Persistent Image, Seeming
6. Animate Objects, Mislead, Permanent Image, Programmed Image, Veil
7. Control Weather, Screen, Shadow Walk, Simulacrum
8. Mass Charm, Maze, Otto's Irresistible Dance, Polymorph Any Object
9. Foresight, Shapechange, Time Stop
War Domain
Granted Power: Free Martial Weapon Proficiency (if necessary) and
Weapon Focus with one favored weapon.
1. Bless, Deathwatch, Divine Favor, Expeditious Retreat, Mage Armor,
Magic Weapon, Remove Fear, True Strike
2. Aid, Bull's Strength, Death Knell, Flame Blade, Melf' s Acid Arrow,
Shield Other, Spiritual Weapon
3. Flame Arrow, Greater Magic Weapon, Haste, Keen Edge, Magic Vestment,
Phantom Steed, Prayer
4. Death Ward, Divine Power, Fire Shield, Shout, Stoneskin
5. Bigby's Interposing Hand, Dispel Chaos, Flame Strike, Mordenkainen's
Faithful Hound, Righteous Might
6. Animate Objects, Bigby's Forceful Hand, Blade Barrier, Fire Seeds,
Tenser's Transformation
7. Bigby's Grasping Hand, Dictum, Mordenkainen's Sword, Power Word:
Stun
8. Bigby's Clenched Fist, Iron Body, Power Word: Blind, Shield of Law
9. Bigby's Crushing Hand, Foresight, Power Word: Kill
Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns
undead. Rebuke or command water creatures as an evil cleric rebukes
undead. Use these abilities a total number of times per day equal to
3 + your Charisma modifier.
1. Bless Water, Chill Touch, Create Water, Detect Poison, Endure
Elements (cold), Grease, Obscuring Mist, Purify Food and Drink
2. Blur, Chill Metal, Fog Cloud, Melf' s Acid Arrow, Resist Elements
(cold), Soften Earth and Stone, Warp Wood
3. Call Lightning, Create Food and Water, Gaseous Form, Leomund's Tiny
Hut, Stinking Cloud, Water Breathing, Water Walk
4. Control Water, Quench, Rusting Grasp, Sleet Storm, Solid Fog
5. Cloudkill, Ice Storm, Transmute Mud to Rock, Transmute Rock to Mud,
Wall of Ice
6. Cone of Cold, Disintegrate, Heroes' Feast, Mind Fog, Otiluke's
Freezing Sphere
7. Acid Fog, Prismatic Spray, Repel Metal or Stone, Simulacrum
8. Horrid Wilting, Implosion, Prismatic Wall, Whirlwind
9. Elemental Swarm (cold), Prismatic Sphere, Shapechange
Copyright, 2002 Yehuda Berlinger
Can anyone comment on the Elementalist?
Good idea / Bad idea?
Too weak / too strong? Too boring?
One or more of the subclasses is too weak / too strong?
Alternate ideas for powers, class features?
Pointers to other online elementalists?
Hello?
Yehuda