Elementalist — a hidden tradition —
Elementalists harness the fundamental forces underpinning reality by manifesting them within their bodies. Attuning to air, earth, fire, or water lets elementalists empower spells and enhance abilities with elemental energy. While attuned, elementalists display minor changes to their appearances—air manifests as an everpresent breeze, earth manifests as the flesh becoming like stone, fire as blazing eyes, and water as dripping moisture.
Level Progression
Reference during buildElementalists harness the fundamental forces underpinning reality by manifesting them within their bodies. Attuning to air, earth, fire, or water lets elementalists empower spells and enhance abilities with elemental energy. While attuned, elementalists display minor changes to their appearances—air manifests as an everpresent breeze, earth manifests as the flesh becoming like stone, fire as blazing eyes, and water as dripping moisture.
Level 3 Elementalist
- Air When you get a success on an attack roll, you can blast the target with wind. The blasted target must get a success on a Strength challenge roll or be moved 1d6 yards in a straight line in a direction you choose. If you attempt to move the target up, into the air, the target makes the roll with a number of boons equal to its Size (minimum 1).
- Earth When you get a success on an attack roll against a target standing on the ground, you can cause rocks and debris to hamper the target’s movement. The hampered target must get a success on an Agility challenge roll or be slowed for 1 round.
- Fire When you get a success on an attack roll, you can cause flames to erupt from the target. Each creature within 1 yard of the erupting target must get a success on an Agility challenge roll or take 1d3 damage.
- Water When you get a success on an attack roll, you can cause water to surround the target and pull it toward you. The pulled target must get a success on an Agility challenge roll or move 1d6 yards toward you and fall prone.
Level 6 Elementalist
- Air Each creature in the area other than you must get a success on a Strength challenge roll or be moved 1d6 yards in a straight line away from you in a direction you choose.
- Earth Each creature in the area other than you must get a success on an Agility challenge roll or fall prone.
- Fire Each creature in the area other than you must get a success on an Agility challenge roll or take 1d6 damage.
- Water Each creature in the area other than you must get a success on a Strength challenge roll or become slowed for 1 round.
Level 9 Master Elementalist
- Air You have a +2 bonus to Speed. If you have discovered the Air tradition, the bonus increases to +8.
- Earth You have a +1 bonus to Defense. If you have discovered the Earth tradition, the bonus increases to +3.
- Fire Flames swirl around you, lighting the area within 5 yards of you. Whenever you take damage from a melee attack, the creature that attacked you must get a success on an Agility challenge roll or take 1d6 damage. If you discovered the Fire tradition, the damage increases to 2d6.
- Water You have a +5 bonus to Health. If you have discovered the Water tradition, the bonus increases to 15.