The Elementalist
You have mastered your inner light, spending it to work great magics just like the umbral sorcerers. A class that risks their soul to empower damaging magic spells. Blaster, with controller or striker as a secondary role depending on your ability selection.
Gear
- Take sable robes or consecrated robes.
- Take dagger, shortsword, axe, or mace.
- Take white ash ring.
Builds
You unlock abilities and feats as you level up. There are three builds for this class that you can follow for quick character creation and level ups. These builds are optional guides, you do not need to follow them.
The Frost Elementalist
A caster who uses freezing attacks to drain foe’s stamina and immobilize them. To make this build, make ARC your highest score. Make END your second highest score to boost frost spells. Then invest in SPI and MIN to raise your luster and willpower. Select frost cantrips and spells.
- Suggested Gear: sable robes, dagger, and white ash ring
- Suggested Skills: ice, sorcery lore, theology
- Suggested Spells: glacier
- Suggested Cantrips: touch of frost, elementalist’s wind
- Suggested Feat: sorcerous frost
The Flame Elementalist
A caster who creates destructive bursts of fire that deal ongoing damage. To make this build, make ARC your highest score. Make SPI your second highest score to boost flame spells. Then invest in MIN to raise your willpower. Select flame cantrips and spells.
- Suggested Gear: sable robes, dagger, and white ash ring
- Suggested Skills: fire, sorcery lore, theology
- Suggested Spells: fireball
- Suggested Cantrips: touch of flame, elementalist’s light
- Suggested Feat: sorcerous flame
The Spark Elementalist
A potent caster who chains bolts of carefully placed lightning. To make this build, make ARC your highest score. Make DEX your second highest score to boost spark spells. Then invest in SPI and MIN to raise your luster and willpower. Select spark cantrips and spells.
- Suggested Gear: consecrated robes, dagger, and white ash ring
- Suggested Skills: lightning, sorcery lore, theology
- Suggested Spells: chain
- Suggested Cantrips: touch of spark, elementalist’s healing
- Suggested Feat: sorcerous sparks
Features
The Elementalist class has access to the inner light feature, innate caster feature, sorcery feature, sorcery spell feature, and cantrip feature.
Inner Light
As a standard action once per round, spend 2 WIL to regain 1 LUS. You may spend as much WIL as you want. You cannot use this feature two turns in a row.
Innate Caster
You do not need a magic implement to cast spells, you only need one free hand. When you cast spells in this manner, treat your attack roll as d4 + ARC, your range as 6 + ARC, and attacks have the magic property.
Sorcery
Powerful attack spells that you can cast as a standard action. Choose a range and attack type.
- Range: Use default spell attack range or use one of the below instead.
- Area: The range is the same except instead of a single target it hits in a burst 1. Increase the size by 1 for every 2 LUS you spend.
- Blast: The range becomes blast 1. Increase the size by 1 for every 2 LUS you spend.
- Burst: The range becomes close burst 1. Increase the size by 1 for every 2 LUS you spend.
- Line: The range becomes line 6. Increase the size by 3 for every 2 LUS you spend.
- Attack: Use one of the below attack types for your attack.
- Flame: Targets HEA. Attack with d4 + ARC. Spend 6 WIL to add your SPI to the attack roll.
- Frost: Targets HEA. Attack with d4 + ARC. Spend 6 WIL to add your END to the attack roll.
- Sparks: Targets HEA. Attack with d4 + ARC. Spend 6 WIL to add your DEX to the attack roll.
- Force: Targets STA. Attack with d10 + ARC. Spend 6 WIL to add your STR to the attack roll.
- Psychic: Targets WIL. Attack with d10 + ARC. Spend 6 WIL to add your MIN to the attack roll.
Sorcery Spell Options
Each sorcery spell is a standard action that costs LUS to perform.
- Flame Spells:
- Combust: Costs 2 LUS. Flame spell attack. Add your SPI to the attack roll. If the attack inflicts a wound, add your SPI to the wound roll.
- Fireball: Costs 6 LUS. Flame spell attack. The attack’s range is burst 3 (same base range). Add your SPI to the attack roll.
- Rain of Fire: Costs 4 LUS. Flame spell. Choose a number of squares in your sorcery spell range equal to your SPI. Fire rains down on these squares until the start of your next turn. Any character that starts their turn in the square, or enters the square, takes d4 damage.
- Frost Spells:
- Cold Winds: Costs 2 LUS. Frost spell attack. The attack’s range is cost burst 4. The attack only deals damage to STA. This attack leaves behind a zone that lasts 4 rounds, disappearing at the end of your 4th turn from now. If any character enters the zone, they gain the slowed condition. If they already have the slowed condition, they gain the immobilized condition. If they start their turn in the zone with the slowed condition, they lose it and gain the immobilized condition instead.
- Deep-Freeze: Costs 2 LUS. Frost spell attack. Add your END to the attack roll. If this attack drains a target’s STA, they gain the immobilized condition in addition to exposed, but cannot save the immobilized condition until after the exposed condition fades.
- Glacier: Costs 4 LUS. Frost spell. The spell’s range is blast 3. Each unoccupied square of the attack is populated by a small iceberg. It blocks line of sight, provides cover, and obstructs movement. Each glacier has 1 HEA and is immune to STA or WIL damage.
- Spark Spells:
- Chain: Costs 2 LUS. Spark spell attack. If the attack wounds or kills the target, the attack jumps to a new target that the original target could see up to DEX squares away and deals DEX damage. If that attack wounds or kills, it jumps again following the same rules. This attack cannot hit the same target twice and it can only jump in this manner a number of times up to your DEX.
- Pillar: Costs 2 LUS. Spark spell. Target a single unoccupied square. A pillar of sparks appears in the square, but does not block movement. Any time a character enters the square the pillar occupies, they take damage equal to ARC + DEX. Any time a character enters a square within close burst 2 of the pillar, they automatically take an amount of damage equal to your DEX. Neither attack consumes a reaction. The pillar lasts 2 rounds, disappearing at the end of your 2nd turn from now.
- Thunderwave: Costs 6 LUS. Spark spell attack. The attack’s range is blast 3. Add your DEX to the attack roll. Anyone hit by the attack is pushed a number of squares equal to your ARC and they gain the deafened condition.
- Force Spells:
- Slam: Costs 2 LUS. Force spell attack. If it hits, push or pull the target a number of squares equal to your STR.
- Psychic Spells:
- Flay: Costs 2 LUS. Psychic spell attack. If it hits, slide the target a number of squares equal to your MIN.
Cantrip Options
- Elementalist’s Healing: As a standard action, touch a dying character. They are shocked and stabilized, but remain unconscious.
- Elementalist’s Light: As a standard action, conjure a ball of fire that follows you. It sheds light exactly as a torch does. It lasts for one hour or fades when you take damage.
- Elementalist’s Wind: As a standard action, conjure a gust of wind. This gust can originate from anywhere you can see and pushes in a blast 2. It is strong enough to push a 50 lb object 1 square.
- Touch of Flame: As a standard action, conjure a handful of flame in your hand. This creates bright light in a close burst 1 and provides modest warmth. Your hand lights objects aflame.
- Touch of Frost: As a standard action, conjure clean water in your hand from the air. You can also touch a square’s worth of water and freeze it or touch a frozen object you can hold and thaw it.
- Touch of Sparks: As a standard action, conjure sparks in your hand. Your touch shocks and spreads through water or metal. Additionally, you may attract light metal objects to your hand or repel light metal objects from your hand. This effect lasts for one minute.
Levels
At each level, you increase your stats and increase one or two ability scores. At level 1 and even levels, you take a feat from your class or from the generic feat list.
Level 1
- Take the inner light feature.
- Take the innate caster feature.
- Take the sorcery feature.
- Take 1 of the sorcery spells.
- Take 1 of the cantrips.
- Take 1 feat.
Level 2
- Increase WIL by +3.
- Increase LUS by +3.
- Increase two different ability scores by +1.
- Take 1 feat.
Level 3
- Increase HEA by +1.
- Increase STA by +1.
- Increase WIL by +2.
- Increase LUS by +2.
- Increase one ability score by +1.
- Take 1 of the sorcery spells.
- Take 1 of the cantrips.
Level 4
- Increase LUS by +6.
- Increase two different ability scores by +1.
- Take 1 feat.
Level 5
- Increase HEA by +1.
- Increase STA by +1.
- Increase WIL by +2.
- Increase LUS by +2.
- Increase one ability score by +1.
- Take 1 of the sorcery spells.
- Take 1 of the cantrips.
Feats
You must have at least one level in this class to take the following feats:
- Empower Flame: Prior to rolling an attack, you may spend a number of LUS up to your MIN to add 2 x that amount to the attack roll.
- Empower Frost: Prior to rolling an attack, you may spend a number of STA up to your MIN to add an equivalent amount to the attack roll.
- Empower Sparks: Prior to rolling an attack, you may spend a number of WIL up to your MIN to add an equivalent amount to the attack roll.
- Forceful Sorcery: When you cast a force attack, you may slide the targets of the attack a number of squares equal to STR. If you are unable to slide them further because of an obstacle, they “hit” it, take damage equal to your STR and are knocked prone.
- Invigorating Blood: You can only select one invigorating feat. When you wound or kill a target, regain 2 WIL.
- Invigorating Exhaustion: You can only select one invigorating feat. When you drain a target’s stamina, regain 4 WIL.
- Invigorating Oblivion: You can only select one invigorating feat. When you break a target’s will, regain 4 WIL.
- Sorcerous Flame: You can only select one sorcerous feat. When you cast a flame attack, whether it hits or not, the targets of the attack gain the burning condition with a rating equal to SPI. You also light objects on fire that are not being worn or carried when you attack them.
- Sorcerous Frost: You can only select one sorcerous feat. When you cast a frost attack and it hits, deal damage to the target’s STA equal to your END. Whether the attack hits or not, they gain the slowed condition.
- Sorcerous Sparks: You can only select one sorcerous feat. When you cast a sparks attack and it hits, deal damage to the target’s WIL equal to your DEX. Whether the attack hits or not, they gain the dazed condition.
- Umbral Vision: Spend 1 LUS to see in complete darkness for ten minutes.
- Umbral Vortex: Once per round when you deal damage to a single umbral enemy, regain 2 LUS.