Spellblade

Elementalist

Spellblades of the Elementalist Discipline specialize in magic originating from the elemental planes. By binding the primal power of the planes to themselves, these spellblades become mortal embodiments of the elements.

Elemental Attunement

At 3rd level, you choose to attune to one of the four great elemental planes: air, earth, fire, or water. At your option, you also gain minor physical attributes that are reminiscent of your chosen element. For example, if you have are attuned to the plane of air, your hair might gently blow in the wind, or if you are attuned to the plane of fire, your eyes might glow with fiery intensity. This choice will reflect the features you gain from this specialization.

Aegis Empowerment

When you take this Discipline at 3rd level, you enhance your Aegis abilities.

Aegis of Shielding: When you activate your Aegis, you gain the following feature depending on your Elemental Attunement:

  • Air: You gain resistance to lightning damage.
  • Earth Bludgeoning, slashing and piercing damage you take is reduced by 2. This increases to 3 at 7th level, and 4 at 15th level.
  • Fire: You gain resistance to fire damage.
  • Water: You gain resistance to cold damage.

Aegis of Assault: When you use your Aegis, your weapon attacks deals an additional 1d4 damage per your Elemental Attunement.

  • Air: 1d4 lightning
  • Earth: 1d4 bludgeoning
  • Fire: 1d4 fire
  • Water: 1d4 cold

When you reach certain levels in this class, the bonus damage on your Aegis of Assault increases to 1d6 at 7th level and 1d8 at 15th level.

Elementalist Spells

You gain access to Discipline spells at the noted Spellblade levels. Once you gain an Discipline spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day.

Spellblade Level Spell
3rd absorb elements, chromatic orb
5th dragon's breath, misty step
9th elemental weapon, protection from energy
13th conjure minor elementals, elemental bane
17th conjure elemental, destructive wave

Elemental Studies

Starting at 3rd level, you can speak, read, and write Primordial. You have advantage on Intelligence (Investigation) checks to investigate elementals, as well as on Intelligence Checks to recall information about elementals and their planes of existence.

Planar Affinity

Starting at 7th level, you gain one of the following features depending on your Elemental Attunement. You can choose the same element you selected at 3rd level or a different one.

  • Air: You gain a bonus to Initiative rolls equal to your Intelligence modifier.
  • Earth: You gain 1 extra hit point per spellblade level.
  • Fire: You can add your Intelligence modifier to one damage roll of any spell you cast that deals fire damage.
  • Water: You gain a swim speed equal to your movement speed and can breathe underwater

Greater Planar Affinity

When you reach 15th level, you affinity to your chosen planar element grows stronger. You gain one of the following features depending on your Elemental Attunement. You can choose the same element you selected at 3rd level or a different one.

  • Air: You can move without provoking opportunity attacks and your movement speed increases by 10 ft.
  • Earth: Anytime you damage a creature with a weapon attack, they must succeed a Strength saving throw against your spellblade spell save DC or be knocked prone.
  • Fire: As a bonus action, you create an aura of flames around you in a 10 ft radius that lasts for 1 minute. Any creature that starts their turn in your aura takes fire damage equal to half your spellblade level (rounded down).
  • Water: As a reaction upon taking damage, you can temporarily assume a watery form. You reduce the damage by 4d6 plus your Intelligence modifier and can move 30 ft. away without provoking attacks of opportunity

Elemental Aspect

At 20th level, your arcane studies reach a peak as you become an aspect of your chosen element. You gain the following features depending on your Elemental Attunement. You can choose the same element you selected at 3rd level or a different one.

  • Air: You gain a fly speed equal to your movement speed.
  • Earth: You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • Fire: Your Aegis of Assault or spells that deal fire damage ignore fire resistance and treats fire immunity as resistance.
  • Water: Critical hits against you become normal hits. You are also constantly under the effects of the freedom of movement spell.