4.7 KiB
| source |
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| Players Guide 2 |
Druids of the Elementalist ring believe that the best way to be a protector of nature is to control the elements that sustain and threaten it. Forest fires are not a danger if fire bows to your whim. Droughts are of no concern if you can summon storms at will. Barren land is irrelevant if you can reinvigorate it through your connection to the Elemental Plane of Earth.
| Elementalist Progression | |
| Druid Level | Features |
| 3rd | Elemental Convergence, Elementalist Ring Spells, Wild Shape: Elemental Conduit |
| 7th | Elemental Deflection |
| 11th | Elemental Bulwark |
| 15th | Elemental Bulwark |
Elementalist Ring Spells
3rd-Level Elementalist Feature
You gain ring spells at the druid levels listed in the Elementalist Ring Spells table. See the Druid Subclass class feature in the Player’s Guide for how these spells work.
| Elementalist Ring Spells | |
| Druid Level | Spells |
| 3rd | acid arrow, burning hands, shatter, thunderwave |
| 5th | call lightning, fireball |
| 7th | conjure minor elementals, elemental shield |
| 9th | cone of cold, conjure elemental |
Elemental Convergence
3rd-Level Elementalist Feature
You learn one cantrip from the following list: acid splash, electric jolt, firebolt, hoarfrost, ray of frost, or shocking grasp. This cantrip counts as a Primordial spell when you cast it, but it doesn’t count against the number of cantrips you know as listed in the Druid Progression table (see Player’s Guide). When you finish a long rest, you can switch your chosen cantrip for another cantrip on the list. When you deal damage with one of these cantrips, you deal additional damage of its type equal to your PB.
In addition, when you deal acid, cold, fire, lightning, or thunder damage, you can choose for any number of those damage dice to be damage of one of the other types. For example, if you cast the fireball spell, you can choose for any number of its damage dice to be thunder, with all other damage dice being fire, as normal.
Wild Shape: Elemental Conduit
3rd-Level Elementalist Feature
As a bonus action, you can expend a use of your Wild Shape feature (see Player’s Guide) to become a living conduit to the elemental planes, taking on physical characteristics related to the elements, such as constantly blowing hair, fiery eyes, fluid-seeming movement, and rock-solid bones. You remain in this form for 10 minutes or until you dismiss it (no action required), are incapacitated, or die.
As a reaction while the conduit is active, you can produce one of the following effects.
- Elemental Absorption. When you take acid, cold, fire, lightning, or thunder damage, you can absorb some of the energy. You are resistant to that type of damage until the start of your next turn. If you are already resistant to that type of damage, you become immune for the duration instead.
- Elemental Empowerment. When you deal acid, cold, fire, lightning, or thunder damage, you can choose to reroll a number of the damage dice equal to your WIS modifier (minimum of 1). You must use the new rolls.
- Elemental Enervation. When a creature you can see within 30 feet of you succeeds on a save against a spell or effect that deals acid, cold, fire, lightning, or thunder damage, you can force the creature to reroll the save. The target must use the new result.
Elemental Deflection
7th-Level Elementalist Feature
As a reaction when a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can twist some of that energy in the target’s favor. The target becomes resistant to that type of damage (including the triggering effect) until the start of its next turn. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.
Elemental Bulwark
11th-Level Elementalist Feature
Your command of the elements has deepened, strengthening your control over them and lessening their effect on you. While using the Elemental Conduit effect of your Wild Shape feature, you are resistant to acid, cold, fire, lightning, and thunder damage and to the paralyzed, petrified, poisoned, and unconscious conditions.
Elemental Flare
15th-Level Elementalist Feature
As a reaction when a creature hits you with an attack while within 5 feet of you, you can cause a flare of elemental energy. The attacker takes acid, cold, fire, lightning, or thunder damage (your choice) equal to half your druid level (rounded down).
In addition, the Elemental Conduit effect of your Wild Shape feature now lasts for 1 hour, and while in that form, you have a burrowing speed, flying speed (and can hover), and swimming speed, each equal to your walking speed.