All intellectual properties © copyright Don C Whetsell
Elementalist (3E)
"The question... is not... 'why would one seek to be one with the elements?' but rather... "When... will we recognize... that we already are?' Our bodies... are Earth, ...breathed to life by Air, ...Filled with Water ...and Energized by the Fire of our Passions. Man ...has come ...from the elements,...and so.. to the elements ..should man... return.." - Great-Great-Grandfather Petrius, Elder Patriarch of Earth
"Petrius..you old rockhead!" ~ Great-Great-Great-Great-Gradmother Shalan, Matriarch of the Eternal Sea
Who should play? Players who want a meaty roleplaying challenge that is definitely out of the ordinary. Playing an Elementalist isn't about how tough you are or how many spells you can cast etc.. it's about certain way of thinking. You should be an experienced player who plays D&D for the opportunity to become someone else altogether and who truly enjoys something out of the ordinary. |
Who should DM? You should be an experienced DM who doesn't mind dealing with some unusual situations. Elementalists have some unique issues at work for them, and require a little extra housekeeping, but no more than any other of the more complicated classes. (like Monks) Having an Elementalist in your party can make for some very dramatic role playing.. Especially as they gradually succumb to the influence of their focus element. |
OVERVIEW
The Elementalist is a unique magic using class, originating in Vangarthia. They practice a much older, more primal form of magic than traditional wizardry, and are much maligned and misunderstood by the more traditional spellcrafters. Elementalists harness energies directly from the four Elemental Planes, using the the magic they draw from the Weave simply to form conduits from the Elemental Planes to the Prime.
Elementalist always have a focus (chosen at birth) on one of the four elements. It is the Elementalist's supreme goal to become so attuned to their focus element that they will eventually become one with it. This process is known as the Path to Completion. Elementalist are almost religious in their pursuit of this goal. In comparison to more traditional magic using classes, Elementalist start a little slower, but become more powerful very quickly. Unlike other classes however, an Elementalist's adventuring career has a definite upper limit.
As they become more powerful, they experience an actual and dramatic physical and mental transformation. The strain on the body and mind of the Elementalist is great. At the point of increase from 19th to 20th level, the Elementalist runs a 10% risk that their minds will not be able to handle the strain. If this happens the character "Crosses-over" and becomes an NPC elemental of the appropriate type and hit dice. The elemental immediately enters their home elemental plane and lives life from then on as an NPC elemental. This risk increases by 10% at each new level gained, till finally at 30th level the character must succumb automatically to the transformation.
With such an inevitable end, one wonders why anybody would chose such a path. The answer lies in the immense powers that an Elementalist in their prime can command. Legends of those who have Crossed-Over say that those who beheld them mistook them for gods!
All Elementalists hold many traits in common with each other but many traits vary by their focus element. When appropriate these differences will be detailed below.
Characteristics:
Elementalists vary in temperament according to their focus element. The one trait they all hold in common is their fierce passion for their element and their desire to become one with it. Elementalists are born.. not made. One must be born into their clans to learn their secrets.
Alignment Tendencies:
Elementalist may be of any alignment except evil, though each Focus has its own alignment tendencies:
Religion:
For the Elementalist, there is no other path but the Path to Completion. They are most zealous in their pursuit of this goal.
Background:
The practice of Elementalism requires great diligence and devotion, so great that only those either born into the Elementalist family clans or raised by them from a very young age, can have any hope of attaining even first level skills. The discipline itself is quite ancient, perhaps the most ancient of all forms of magic.
Races:
Only humans can be Elementalists
Relations to Other Classes:
Elementalist themselves are far to focused on the Path to Completion to take any particular stance toward any other classes. Individual Elementalists tend to look at everyone as individuals, and do not think in terms of groups or stereotypes. They are themselves rare enough that all but the most learned scribes and wizards know very little about them. Actual Wizards view their magic as primitive and unsophisticated.
Contrary to popular belief, all Elementalists respect and get along well with other Elementalists, even those of their opposing focus. There are friendly rivalries etc. between focuses, but no outright hatred or prejudice.
GAME RULE INFORMATION
Abilities:
The attribute requirements are rigorous. All Elementalists must have a minimum INT of 15 and WIS of 12. Their spells are also physically taxing, so they must be in strong physical condition, with a minimum CON of 12 and STR of 10. In addition each focus has it own additional minimum requirements:
Alignment Restrictions:
Cannot normally be Evil.
Hit Die:
d4
Level Progression:
As Sorcerer (See p. 48, Player Handbook) with the exceptions posed by the Path to Completion
Class Skills:
Elementalists use the same Class skill set as Sorcerers.(See p. 48, Player Handbook)
Skill Points at First Level: (1 + Int Modifier) x 3
Skill Points at Each Additional Level: 1 + Int Modifier
Class Features:
All of the following are class features of the Elementalist
Weapon & Armor Proficiency:
Elementalists may use only one of two weapons in melee, the quarterstaff or the Bo staff. For missile attacks, all Elementalists use only one missile weapon in their entire lives, a special throwing weapon of their own creation called the Tau. Each Focus carries a different form of Tau, which is made in the shape of the ancient glyph for that element. They vary in material, size, weight, range, and damage. All Tau are made to return on a miss if thrown correctly, though they vary in this ability. They will not wear any armor, or carry a shield.
Focus Element | Material | Weight(lbs)/damage/ critical(3E)/Range/Type(3E) |
Special | |||
![]() Earth |
Polished stone, or very heavy hardwood. This is the largest and heaviest of all the Tau, very sturdy. |
|
Because of their heft, they do massive damage, but are hard to throw accurately (-2 to attack), Only returns on a roll of 12 or better. | |||
![]() Air |
Lightweight metal or wood, very thin, Strong but flexible and aerodynamic. Edges are razor sharp. |
|
Air Tau are very accurate (+2 to attack) Normally returns on any roll greater than 3. It is the only Tau that can return even after dealing damage and at higher levels can strike multiple targets with one throw. | |||
![]() Water |
Coral, shell, and pearl (rare). well balanced, medium weight and range. |
|
Water Tau can be skipped across water surface at opponent for double the range. Returns on a roll of 6 or higher. | |||
![]() Fire |
Burnished bronze or volcanic rock (rare). sharp but jagged edges. |
|
Fire Tau are frequently coated with flammable oil and ignited for an additional 1-6 fire damage. Returns on a roll of 8 or higher. |
Spells:
Selection - Elementalists will concentrate on spells with an affinity to their focus, and supplement their roster with spells from the two affiliate focuses. They are prohibited from learning any spells from their opposing focus, and they tend not to care about non-elemental spells. For purposes of determining the focus of a specific spell from the PHB, use the clerical domains as detailed on p. 62 of the Player's Handbook. Note that you will most likely need to covert many 2nd Edition elemental spells from various sources to gain an acceptable range of spells for selection. Work this out with your DM.
Use the following notes to assist you:
Acquisition - Elementalist acquire spells naturally, in the same manner as Sorcerers. Use Table 3-17, p. 49 of the Player's Handbook to determine the number of spells known per level.
- Earth Elementalist spells also include the ability to control/manipulate density, gravity, and to change one solid substance to another. Earth Elementalist cannot use any spell with an AIR component to it.
- Air Elementalist spells also include the ability to ionize air, thus creating electricity, so all electrical spells belong to the Air focus. Air cannot use any spell with an EARTH component.
- Water Elementalist are able to control water at the molecular level and thus they can create Ice from water. All cold spells that involve an actual water component belong to Water. Because water is prohibited from fire spells, Water Elementalist can never have a magical heat component to their spells ( no steam spells etc..)
- Fire Elementalist are able to magically manipulate the properties of fire, anything flame/heat related belong s to them. They cannot cast any spell with a water component.
Casting - Elementalist do not memorize spells as wizards do, but instead cast spontaneously, similar to Sorcerers. Use Table 3-16, p. 49 of the Player's Handbook to determine how many spells they may cast per day. Additionally, an Elementalist may cast a bonus spell at first level and an additional spell from each level for every 3 levels they have gained after that. These bonus spells must be from their focus element.
Replenishment - To regain their full spell allotments, Elementalist must find at least one uninterrupted hour each day to meditate and maintain their mental acuity. If they can't, they are unable to cast any spells or use any elemental abilities until they are able to meditate. An Elementalist must focus on his or her Tau during mediation. If the Tau is lost or destroyed, the Elementalist must create a new one.
Feats, special abilities, and disadvantages:
Elementalists gain a variety of abilities as they progress in level. These abilities combine with their spell selection to form a very effective yet flexible range of response to any situation.
Affinity to Focus Element:
As They progress in levels an Elementalist becomes increasingly attuned to their focus element, taking on more and more of the specific properties of their element. This creates both advantages and disadvantages for the individual. All Elementalist gain Energy Resistance vs. attacks based on their element. They can withstand 3 points of damage per round from that element for every level they have attained. .For additional abilities, consult the following chart.
Focus Element | Innate abilities | Side Effects |
![]() Earth |
An Earth Elementalist's body hardens as they progress
in level. This gains them a bonus of 1 to their AC every other level |
As an Earth Elementalist becomes more rocklike, they slow down, losing 1 pt of DEX every 3 levels. This loss can be augmented magically, but cannot be stopped. Earth Elementalist are also extremly heavy sleepers. They must practically be damaged to be awakened, and can sleep for weeks if someone isn't around to rouse them. |
![]() Air |
Air Elementalists become lighter as
they progress, enabling them increased leaping ability (1 ft per level vertical/2
feet per level horizontal), and reduced falling damage (may fall an additional
10ft per level without damage.. Bonus Feat: Dodge, Mobility |
Air Elementalists suffer the most for their path. Their bodies become less and less substantial, and they become more susceptible to physical damage. They suffer an extra point of damage for every 2 levels after 1st. This extra damage is sustained each time they suffer a physical attack that is not elemental based. |
![]() Water |
Water Elementalist gain an increased
rate of movement when in water (5ft per lvl) and increased ability to remain
underwater without drowning (1 minute per lvl). |
Water Elementalist must stay hydrated, either by consuming water or immersion in it. They must consume 1 gallon per day or immerse 1 hour per day for every 2 levels attained. I they cannot they take 1 pt of damage each hour until death or water can be found |
![]() Fire |
Fire Elementalists gain inhuman quickness. +1 to initiative for every 2 levels of experience. Fire Elementalist also increase in ambient body temperature, 5 degrees per level, when they reach 120 degrees they can cause 1-6 damage with a successful grapple on an exposed opponent. When they reach 140 degrees they can cause 1-6 with single touch on an exposed opponent, and 2-12 with a successful grapple on an exposed opponent. Add +1 damage for every 10 degrees over 150. (note: past 120 degrees, they can only carry or wear articles that are not flammable. |
Because of their increased metabolism, Fire Elementalists must consume inordinate amounts of food and oxygen to stay alive. For every 2 levels above 1st, they must consume an additional portion of food/fuel per day. The following nonfood items can also be consumed as food after reaching the following levels: 3rd: oil (flammable), paper, parchment, grass, leaves 7th: twigs, bark, light woods (such as furniture or trim) 10th: logs, boards, small trees 13th: live full-size trees! |
Special Notes for Players:
Notes for Roleplaying:
Roleplaying an Elementalist properly requires a bit of method acting. You have to think about how the personality is effected by the affinity to the focus element. Fire is hot tempered and impulsive. Earth is slow, stubborn, indomitable. Water may be calm, serene, even cold! Air is humorous, friendly,flighty etc.. These are just suggestions, but you are encouraged to play with these ideas.. Note that the personality will change more and more as the Elementalist draws closer and closer to completion.
Special Notes for DMs:
Game issues for Elementalists:
It is very important that you constantly reinforce the physical drawbacks of their metamorphosis to an Elementalist, especially at higher levels. It is one of the few things that balances their powers.
You will also need to work with your player to develop a a broad enough list of spells for their focus. Fire is easiest to find, with Air, Water, and Earth becoming increasingly difficult to find, so if you don't want to do a lot of hunting or custom creation, suggest to your player that they use fire. I have also taken regular spells from the Player's Handbook from one element, and modified them to fit another element. Use your own common sense and creativity to come up with your own elemental spells, or encourage your player to submit their own for your approval.