Elementalist

Experiments with elemental magic such as Aeromancy or Pyromancy reveal truths about the forces underpinning reality. Behind or beneath what ordinary people perceive as the world rages a cosmic storm of unformed substance that boils and seethes in a state of constant flux. The clash of these energies become yours to command and enhance the elemental spells you cast. However, the more you tap into these forces, the more their energies linger in you, changing you in subtle ways: after attuning yourself to fire, you feel hot to the touch; to water, damp; or odd callouses form after drawing on earth’s power.

Level 3 Elementalist

Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Add one
Traditions: One, Spells: Two expert
Elemental Ability: You gain one magical talent from the Aeromancy, Geomancy, Hydromancy, or Pyromancy traditions. Whenever you finish a rest, you can swap out the talent for a different one from any of these traditions.

Level 4 Elementalist

Health: +4
Spells: One expert
Elemental Attunement (Magical): When you cast a spell, you can use this talent to become attuned to air, earth, fire, or water. The effect lasts 1 minute, but ends early if you become unconscious, or if you become attuned to a different element. The benefits of attunement depend on the element you choose:

Level 6 Elementalist

Health: +4
Spells: One expert
Dual Attunement: When you use your Elemental Attunement talent, you can attune yourself to two elements simultaneously and gain the benefits from each.

Level 9 Elementalist

Health: +4
Spells: One master
Elemental Mastery: While you are under the effects of your Elemental Attunement talent, your attacks and damage-dealing spells deal an extra 1d6 damage, and you gain benefits associated with the element to which you are attuned.