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rules:homebrew:heartbreaker:elementalist

Elementalist

Hitpoints per level: 4
Skillpoints per level: 3
Value of starting equipment: 30gp
Starting gold: 2d6

Weapon and Armor Proficiency:
The Elementalist are proficient with simple weapons
The Elementalist is proficient with Light Armors.

Progression

Level BAB Fort Ref Will Class features Invocations
1st +0 +0 +1 +1 Elemental Blast I, Elemental Attunement, Invocations (lesser) 1
2nd +1 +0 +1 +1 Elemental Shielding I 1
3rd +2 +1 +2 +2 2 (new invocation)
4th +3 +1 +2 +2 Elemental Blast II 2
5th +3 +1 +3 +3 3 (new invocation)
6th +4 +2 +3 +3 Elemental Shielding II 3
7th +5 +2 +4 +4 4 (new invocation)
8th +6/+1 +2 +4 +4 4
9th +6/+1 +3 +5 +5 5 (new invocation)
10th +7/+2 +3 +5 +5 Swift Invocations 5
11th +8/+3 +3 +6 +6 Invocations (lesser or greater) 6 (new invocation)
12th +9/+4 +4 +6 +6 Elemental Blast III 6
13th +9/+4 +4 +7 +7 7 (new invocation)
14th +10/+5 +4 +7 +7 Elemental Shielding III 7
15th +11/+6/+1 +5 +8 +8 8 (new invocation)
16th +12/+7/+2 +5 +8 +8 8
17th +12/+7/+2 +5 +9 +9 9 (new invocation)
18th +13/+8/+3 +6 +9 +9 9
19th +14/+9/+4 +6 +10 +10 10 (new invocation)
20th +15/+10/+5 +6 +10 +10 10

Class Features

Elemental Blast (Ex): At 1st level, you gain a [Blast] invocation of your own choice. This invocation is gained in addition to other invocations you might get from progressing through this class. At 4th level and again at 12th level, you gain another [Blast] invocation of your own choice.

Elemental Attunement (Ex): At 1st level, the Elementalist has begun his mastering of the four elements; fire, earth, water and air. As a move action, you may attune yourself to one of the four elements. The attuned state determines the effects of some of the elementalists other class features. To cast most lesser invocations, you must be attuned to the element associated with that invocation. Some invocations are tagged with more than one element. They will explain how to attune and cast them.

When attuning to a new element, a small effect can be released that ties into that element. While attuned, the Elementalist benefits from a passive effect. You cannot attune to the element you are already attuned to, meaning you must change attunement to trigger this ability.

Attuned to While Attuned Upon Attunement
Fire Deal 1d6 fire damage to anyone who hits you in melee Deal 5 fire damage to all adjacent creatures
Earth Gain Resistance 3 vs piercing and slashing damage
Water Gain 5 temporary hit points. These lasts 3 rounds
Air +5 ft. movement speed Move 10 ft.

Elemental Shielding (Ex): At 2nd level, you gain a [Shield] invocation of your own choice. <font 13px/arial;;#000000;;#ffffff>This invocation is gained in addition to other invocations you might get from progressing through this class. At 6th level and again at 14th level, you gain another [Shield] invocation of your own choice.</font>

Swift Invocations (Ex): At 10th level, the Elementalist has learned to cast his lesser invocations faster. In any round that the Elementalist has not cast a Greater Invocation, he may cast a Lesser Invocation as a minor action. This means that he can cast either one Greater Invocation in a round, or cast two Lesser Invocations.

Lesser Invocations

You gain the ability to cast Lesser invocations.

At 1st level and each odd level thereafter (3rd, 5th ect.) you gain an Invocation of your own choice. From 1st to 10th level you can only gain access to Lesser Invocations. At 11th level and onward, you have access to Greater Invocations as well.

There are a few different categories of invocations and each of them will be tagged onto its respective invocations.

Blasts will be tagged [Blast] and are the basic offensive abilities of the elementalist. At 1st level you gain one lesser blast invocation of your choice. Each blast can be used as a standard action and deals 1d6 damage +1 per class level of their respective element.

Shapes will be tagged [Shape] and can change the size, area or range of a [Blast] invocation. Only one shape invocation can be applied to a [Blast] at the time.

Shields will be tagged [Shield] and surrounds the caster in a membrane of the chosen element. Each shield lasts for up to 10 rounds before they must be recast. Some shields may have other ways to expire and they will be noted. You can only have one shield invocation active at the same time.

Lesser Fire Invocations

To cast any of the following invocations, you must be attuned to Fire.

Fire Shield [Fire], [Shield]: You surround yourself in a sheath of heat and flames that makes it difficult to descern your anatomy, and punishes those who manage to land a blow. You gain 10% concealment, and if you are struck by a nonreach melee weapon, the wielder of that weapon takes 5 fire damage.

Flamewake [Fire]: <font 13px/arial;;#000000;;#ffffff>You use the propulsion power of fire to increase your movement speed and leave a trail of flames where you tread. For 1 round, you double you movement speed, and leave a trail of cinders that die out when your next turn start. Anyone entering a square you have left cinders on takes</font> 1d6<font 13px/arial;;#000000;;#ffffff>fire damage.</font>

Fire Blast [Fire], [Blast]: <font 13px/arial;;#000000;;#ffffff>As a standard action, make a ranged touch attack at medium range. This attack deals</font> 1d6 <font 13px/arial;;#000000;;#ffffff>+ your Wisdom modifier</font> <font 13px/arial;;#000000;;#ffffff>fire damage +1 fire damage per class level. Targets hit by the Fire Blast takes an additional</font> 1d8<font 13px/arial;;#000000;;#ffffff>damage the next turn.</font>

Lesser Earth Invocations

To cast any of the following invocations, you must be attuned to Earth.

Earth Shield [Earth], [Shield]: You encase yourself in the sturdy rock around you, giving a solid defense against physical attacks. You gain Resistance 5 against bludgeoning damage. After this shield has blocked 30 physical damage, it breaks apart and leave you shaken for 1 round.

Stone Blast [Earth], [Blast]: As a standard action, make a ranged touch attack at medium range. This attack deals 1d6 <font 13px/arial;;#000000;;#ffffff>+ your Wisdom modifier</font> bludgeoning damage +1 bludgeoning damage per class level. Targets hit by the Stone Blast have their AC reduced by 2 for 1 round.

Earthgrasp [Earth]: As a standard action, you make an opposed attack roll against an enemy within close range. For the purpose of this check, use your class level as your base attack and add your wisdom modifier. The target makes a normal attack roll. If you win this check, the target is immobilized and must stand in place as rocks encase their feet. If the target wins, he may move 5 ft. in any direction he wishes.

Lesser Water Invocations

<font 13px/arial;;#000000;;#ffffff>To cast any of the following invocations, you must be attuned to Water.</font>

Water Shield [Water], [Shield]: You envelop yourself in a sheen of water, masking your bodies weak spots and protection you somewhat from harm. You gain a +3 deflection bonus to AC, and gains light fortification.

Waterwalking [Water]: <font 13px/arial;;#000000;;#ffffff>You form a floating disk of ice under yourself, which allows you to travel over water as if you could walk on it. This doesn't work on other liquid surfaces. Your movement speed when using this form of transportation changes to 50 ft.</font>

Frost Blast [Cold], [Blast]: <font 13px/arial;;#000000;;#ffffff>As a standard action, make a ranged touch attack at medium range. This attack deals</font> 1d6 <font 13px/arial;;#000000;;#ffffff>+ your Wisdom modifier</font> <font 13px/arial;;#000000;;#ffffff>cold damage +1 cold damage per class level. Targets hit by the Frost Blast have their movement speed reduced by 10 ft. for 1 round.</font>

Lesser Air Invocations

<font 13px/arial;;#000000;;#ffffff>To cast any of the following invocations, you must be attuned to Air.</font>

Lightning Blast [Electricity], [Blast]: <font 13px/arial;;#000000;;#ffffff>As a standard action, make a ranged touch attack at medium range. This attack deals</font> 1d6 + your Wisdom modifier<font 13px/arial;;#000000;;#ffffff>electricity damage +1 electricity damage per class level. Targets hit by the Lightning Blast get a -1 penalty to attack rolls for 1 round.</font>

Wings of Air [Air]: You gain the ability to hover in mid air. While there, you need some other form of propulsion to move yourself as you are only suspended there. You can also choose to fall slowly, moving up to your normal land speed horizontally as a move, while descending 5 ft. for each 10 ft. you've moved this way.

Zephyr Breeze [Air]: A strong wind blows targets in a 30 ft. line backwards. Make an opposed Strength check against all creatures in the line, but use your Wisdom modifier instead of Strength. Each creature that doesn't succeed against you is blown 10 ft. backwards. If they hit an obstacle or a creature that succeeded, they stop moving backwards.

Lesser Shape Invocations

You can apply any one [Shape] invocation to any one [Blast] invocation you know.

Spear Shape [Shape]: You increase the range of your Blast to long range.

Chain [Shape]: You fork you Blast, attacking two targets that are both within close range of each other. The range of you blast is still medium range.

Greater Invocations (WIP)

Many Greater Invocations have two elements associated with them, and requires only that you are attuned to one of the associated elements to cast them.

Magma Shield [Fire], [Earth], [Shield]: You have learned to combine the elements to create a greater barrier against harm. You gain Resistance 3 against physical damage, and when someone lands a hit on you with a nonreach melee weapon, that weapons wielder takes 3 fire damage.

Storm Shield [Water], [Air], [Shield]: Controlling the powerful wrath of the storm, you summon mighty forces to protect you from injury. You gain +2 dodge bonus to AC, +2 to reflex saves and become immune to sneak attacks and critical hits.

Ride the Storm [Air]: You gain a fly speed of 20 ft. with average maneuverability.

Brimstone Cyclone [Fire], [Air]: A strong wind blows away and burns everything close to you.

Perk Suggestions:

Extra damage dice

Increased damage dice

Increased damage

Extra effects on blast depending on element

Attune as minor action


rules/homebrew/heartbreaker/elementalist.txt · Last modified: 2019/05/14 17:48 (external edit)