Theme: Elementalist

## Bend the Elements

The Elementalist Theme represents Spellcasting Characters who have a strong affinity for a particular Element. From Pyromancers and Cryomancers to those with a penchant for magical poisons, the Elementalist Theme provides a way for these Characters to specialize in their favorite Spells. From early on these Characters have the ability to shape and contort Spells of the Chosen Affinity to protect themselves and their allies from the harm these powerful Spells may cause. As they advance in level, the Elementalist is able to cause additional affects when they Damage Characters with their favorite Element. At the highest levels, they may at will transform the Damage Types of Spells to that of their Elemental Affinity, greatly increasing the range of Spells they may apply they may exert greater control over.

The Elementalist Theme is inspired by a range of magical characters in fiction. From the legends of witches and wizards who master a particular elemental force to the Alchemists of the Full Metal Alchemist manga and anime and the Benders of Elements in the Avatar: The Last Airbender series. Players looking for a Theme which allows them to lean into control over a single Element will find the mechanical support they need here.

## Prerequisites

The Elementalist Theme is available to the Creator, Scholar, Chosen and Gifted Archetypes, as well as other Archetypes which grant the Character a Magic Die.

A Character may only choose this Theme once, even if they have access to multiple Archetype which qualify for this Theme.

This Theme is particularly well suited to Settings with a significant amount of combat.

## Variant: Creator and Chosen Patrons

Creator and Chosen Characters in addition to the Features listed here gain with their Theme a Patron, which represents the source for their magical abilities.

We recommend the following Patrons as beings your Character may have made a Pact with: Elementals and Djinn, Dragons, Giants, Celestials, Divine or Infernal Beings or Primal Spirits from Nature. Provided the chosen Patron is suitably powerful and also has a strong connection with the Elemental Affinity you choose, they are a suitable Patron.

## Level 3 Features

At Level 3 your Character gains the following features:

### Elemental Affinity

* **Elemental Affinity:** Choose one of the following Damage Types: Acid, Cold, Fire, Lighting, Poison or Thunder. You gain the following benefits based upon your choice of Elemental Affinity.

### Shape Elements

* When you Damage yourself or a Character you can see with a Spell with the Damage Type chosen for your Elemental Affinity, you may choose for the Character to have immunity to that Damage Type for that instance of Damage.

### Additional Spells

* You learn the following Spells depending upon your choice of Elemental Affinity when you reach the Levels of the Archetype you gained the Elementalist Theme from.
	+ The Spells are considered always known by you and do not count against the number of Spells you may learn from your Archetype.

\*Spells introduced in 7e

## Level 6 Features

At level 6 your Character gains the following features:

### Elemental Resistance

* You gain Resistance to the Damage Type of your Elemental Affinity.
	+ If you already have Resistance to that Damage Type, you gain Resistance to another of the Damage Types available through Elemental Affinity.

### Elemental Benefits

* When you Cast a Spell that Deals Damage of the Type chosen for your Elemental Affinity, you gain the following benefits:

#### Acid: Corrosion

* Characters which are Hit by a Spell Attack from this Spell, or fail a Saving Throw against the effects of the Spell, are coated in a corrosive acid. The next Attack Roll made against them before the Start of your Next Turn has a Bonus equal to one Roll of your Magic Die. If this Attack Hits, the Character takes additional Acid Damage equal to the Result of that Bonus.

#### Cold: Slowing

* Characters which are Hit by a Spell Attack from this Spell, or fail a Saving Throw against the effects of the Spell, are slowed by ice formed by this Spell. Until the Start of your Next Turn, their Speed is reduced by a distance equal to 5ft multiplied by the result of one roll of your Magic Die.

#### Lightning: Shocking

* Characters which are Hit by a Spell Attack from this Spell, or fail a Saving Throw against the effects of the Spell, are momentarily stunned by this Spell. Until the Start of your Next Turn, the Characters affected cannot use their Reactions and have a Penalty to their Dexterity Saving Throws equal to one Roll of your Magic Die.

#### Fire: Immolation

* Characters which are Hit by a Spell Attack from this Spell, or fail a Saving Throw against the effects of the Spell, are set ablaze by this Spell. Until the Start of their Next Turn affected Characters emit bright light up to 15ft away from them and Dim light for a further 15ft. Additionally at the Start of their Next Turn, the Characters affected take Additional Fire Damage equal to one Roll of your Magic Die.

#### Poison: Sickening

* Characters which are Hit by a Spell Attack from this Spell, or fail a Saving Throw against the effects of the Spell, are sickened by this Spell. Until the Start of your Next Turn, the Characters affected have a penalty to their Attack Roll equal to one Roll of your Magic Die.
	+ Characters which are immune to Poison but still Fail their Saving Throw against a Spell which causes the Poison Condition are affected by this feature.

#### Thunder: Deafening

* Characters which are Hit by a Spell Attack from this Spell, or fail a Saving Throw against the effects of the Spell, are deafened by this Spell. Until the Start of your Next Turn, the Characters affected have the Deafened Condition. While they have this condition, you may add one Roll of your Magic Die to the Result of any Ranged Attack Rolls made against the affected Characters.

## Level 10

### Potent Elements

* When you cause Damage of the Type Chosen for your Elemental Affinity to a Character, it ignores Resistances the Character may have to that Damage Type.

### In Your Element

* When you cause Damage with a Spell whose Damage Type is either Acid, Cold, Fire, Lightning, Poison or Thunder, you may instead cause the Damage to be the same type as that chosen for your Elemental Affinity.

## Level 14

### Elemental Master

* When your Elemental Benefits specify you may roll your Magic Die, roll the Magic Die with Advantage and take the higher result.

### Improved Elemental Resistance

* Whenever a Character you can see is within 10ft of you, you may choose for them to also be Resistant to the Damage Type of your Elemental Affinity.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode