SIGNING IN

Livspoeng

Livsterninger 1d10 per niva

Kyndigheter

WIS , CHA

Primordialist

Niva Dyktighetsbonus Egenskaper Cantrips Known Spells Known
1 + 2 Elemental Magic Doctrine Elemental Affinity 3 0
2 + 2 Elemental Magic Doctrine Elemental Affinity 3 2
3 + 2 Elemental Magic Doctrine Elemental Affinity 3 3
4 + 2 Elemental Magic Doctrine Elemental Affinity 3 3
5 + 3 Elemental Magic Doctrine Elemental Affinity 3 4
6 + 3 Elemental Magic Doctrine Elemental Affinity 3 4
7 + 3 Elemental Magic Doctrine Elemental Affinity 3 5
8 + 3 Elemental Magic Doctrine Elemental Affinity 3 5
9 + 4 Elemental Magic Doctrine Elemental Affinity 3 6
10 + 4 Elemental Magic Doctrine Elemental Affinity 4 6
11 + 4 Elemental Magic Doctrine Elemental Affinity 4 7
12 + 4 Elemental Magic Doctrine Elemental Affinity 4 7
13 + 5 Elemental Magic Doctrine Elemental Affinity 4 8
14 + 5 Elemental Magic Doctrine Elemental Affinity 4 8
15 + 5 Elemental Magic Doctrine Elemental Affinity 4 9
16 + 5 Elemental Magic Doctrine Elemental Affinity 4 9
17 + 6 Elemental Magic Doctrine Elemental Affinity 4 10
18 + 6 Elemental Magic Doctrine Elemental Affinity 4 10
19 + 6 Elemental Magic Doctrine Elemental Affinity 4 11
20 + 6 Elemental Magic Doctrine Elemental Affinity 4 11

Spell Slots per Spell Level

Niva Dyktighetsbonus Egenskaper 1st 2nd 3rd 4th 5th
1 + 2 Elemental Magic Doctrine Elemental Affinity 0 0 0 0 0
2 + 2 Elemental Magic Doctrine Elemental Affinity 2 0 0 0 0
3 + 2 Elemental Magic Doctrine Elemental Affinity 3 0 0 0 0
4 + 2 Elemental Magic Doctrine Elemental Affinity 3 0 0 0 0
5 + 3 Elemental Magic Doctrine Elemental Affinity 4 2 0 0 0
6 + 3 Elemental Magic Doctrine Elemental Affinity 4 2 0 0 0
7 + 3 Elemental Magic Doctrine Elemental Affinity 4 3 0 0 0
8 + 3 Elemental Magic Doctrine Elemental Affinity 4 3 0 0 0
9 + 4 Elemental Magic Doctrine Elemental Affinity 4 3 2 0 0
10 + 4 Elemental Magic Doctrine Elemental Affinity 4 3 2 0 0
11 + 4 Elemental Magic Doctrine Elemental Affinity 4 3 3 0 0
12 + 4 Elemental Magic Doctrine Elemental Affinity 4 3 3 0 0
13 + 5 Elemental Magic Doctrine Elemental Affinity 4 3 3 1 0
14 + 5 Elemental Magic Doctrine Elemental Affinity 4 3 3 1 0
15 + 5 Elemental Magic Doctrine Elemental Affinity 4 3 3 2 0
16 + 5 Elemental Magic Doctrine Elemental Affinity 4 3 3 2 0
17 + 6 Elemental Magic Doctrine Elemental Affinity 4 3 3 3 1
18 + 6 Elemental Magic Doctrine Elemental Affinity 4 3 3 3 1
19 + 6 Elemental Magic Doctrine Elemental Affinity 4 3 3 3 2
20 + 6 Elemental Magic Doctrine Elemental Affinity 4 3 3 3 2
Niva Dyktighetsbonus Egenskaper Callings Known
1 + 2 Elemental Magic Doctrine Elemental Affinity 0
2 + 2 Elemental Magic Doctrine Elemental Affinity 1
3 + 2 Elemental Magic Doctrine Elemental Affinity 2
4 + 2 Elemental Magic Doctrine Elemental Affinity 2
5 + 3 Elemental Magic Doctrine Elemental Affinity 3
6 + 3 Elemental Magic Doctrine Elemental Affinity 3
7 + 3 Elemental Magic Doctrine Elemental Affinity 4
8 + 3 Elemental Magic Doctrine Elemental Affinity 4
9 + 4 Elemental Magic Doctrine Elemental Affinity 5
10 + 4 Elemental Magic Doctrine Elemental Affinity 5
11 + 4 Elemental Magic Doctrine Elemental Affinity 5
12 + 4 Elemental Magic Doctrine Elemental Affinity 6
13 + 5 Elemental Magic Doctrine Elemental Affinity 6
14 + 5 Elemental Magic Doctrine Elemental Affinity 6
15 + 5 Elemental Magic Doctrine Elemental Affinity 7
16 + 5 Elemental Magic Doctrine Elemental Affinity 7
17 + 6 Elemental Magic Doctrine Elemental Affinity 7
18 + 6 Elemental Magic Doctrine Elemental Affinity 8
19 + 6 Elemental Magic Doctrine Elemental Affinity 8
20 + 6 Elemental Magic Doctrine Elemental Affinity 8

Klassetrolldommer

booming blade|scag gust|xge lightning lure|scag Shocking Grasp thunderclap|xge Acid Splash barrack´s bashing shield|zorindis magic stone|xge Mending mold earth|xge control flames|xge Fire Bolt green-flame blade|scag Light Produce Flame frostbite|xge Ray of Frost shape water|xge Elemental Attunement elemental blast|zorindis Feather Fall Fog Cloud Jump Thunderwave zephyr strike|xge catapult|xge earth tremor|xge Burning Hands Faerie Fire Armor of Agathys Create or Destroy Water Cure Wounds Healing Word ice knife|xge Purify Food and Drink absorb elements|xge chaos bolt|xge Chromatic Orb Detect Evil and Good Detect Magic Find Familiar elemental mark|zorindis wild cunning (ua)|uastarterspells Gust of Wind Levitate Mirror Image Shatter skywrite|xge tornado|zorindis warding wind|xge dust devil|xge earthbind|xge maximilian's earthen grasp|xge Pass Without Trace aganazzar's scorcher|xge Darkvision Flame Blade Heat Metal Scorching Ray healing spirit|xge Lesser Restoration Misty Step snilloc's snowball swarm|xge dragon's breath|xge Enhance Ability Call Lightning Fly Haste Lightning Arrow Sending thunder step|xge Wind Wall Meld into Stone Melf's Minute Meteors Slow wall of sand|xge Daylight Fireball flame arrows|xge Sleet Storm tidal wave|xge wall of water|xge Water Breathing Water Walk Conjure Animals Dispel Magic Elemental Weapon Magic Circle Protection from Energy Dimension Door Freedom of Movement storm sphere|xge Stone Shape Stoneskin vitriolic sphere|xge Fire Shield Wall of Fire Control Water Ice Storm watery sphere|xge Banishment Conjure Minor Elementals elemental bane|xge control winds|xge Destructive Wave steel wind strike|xge Teleportation Circle Passwall transmute rock|xge Wall of Stone Flame Strike immolation|xge wall of light|xge Cone of Cold Greater Restoration maelstrom|xge Mass Cure Wounds Commune with Nature Conjure Elemental Contact Other Plane Dispel Evil and Good Planar Binding Reincarnate Chain Lightning investiture of wind|xge scatter|xge Wind Walk bones of the earth|xge investiture of stone|xge Move Earth Disintegrate investiture of flame|xge Sunbeam investiture of ice|xge Otiluke's Freezing Sphere Wall of Ice Planar Ally primordial ward|xge Teleport whirlwind|xge Reverse Gravity crown of stars|xge Delayed Blast Fireball Fire Storm Regenerate Plane Shift Control Weather Earthquake Sunburst abi-dalzim's horrid wilting|xge Tsunami Storm of Vengeance Imprisonment Meteor Swarm Mass Heal Gate True Resurrection shocking grasp|xphb acid splash|xphb mending|xphb fire bolt|xphb light|xphb produce flame|xphb ray of frost|xphb feather fall|xphb fog cloud|xphb jump|xphb thunderwave|xphb burning hands|xphb faerie fire|xphb armor of agathys|xphb create or destroy water|xphb cure wounds|xphb healing word|xphb purify food and drink|xphb chromatic orb|xphb detect evil and good|xphb detect magic|xphb find familiar|xphb gust of wind|xphb levitate|xphb mirror image|xphb shatter|xphb pass without trace|xphb darkvision|xphb flame blade|xphb heat metal|xphb scorching ray|xphb lesser restoration|xphb misty step|xphb enhance ability|xphb call lightning|xphb fly|xphb haste|xphb lightning arrow|xphb sending|xphb wind wall|xphb meld into stone|xphb slow|xphb daylight|xphb fireball|xphb sleet storm|xphb water breathing|xphb water walk|xphb conjure animals|xphb dispel magic|xphb elemental weapon|xphb magic circle|xphb protection from energy|xphb dimension door|xphb freedom of movement|xphb stone shape|xphb stoneskin|xphb fire shield|xphb wall of fire|xphb control water|xphb ice storm|xphb banishment|xphb conjure minor elementals|xphb destructive wave|xphb teleportation circle|xphb passwall|xphb wall of stone|xphb flame strike|xphb cone of cold|xphb greater restoration|xphb mass cure wounds|xphb commune with nature|xphb conjure elemental|xphb contact other plane|xphb dispel evil and good|xphb planar binding|xphb reincarnate|xphb chain lightning|xphb wind walk|xphb move earth|xphb disintegrate|xphb sunbeam|xphb otiluke's freezing sphere|xphb wall of ice|xphb planar ally|xphb teleport|xphb reverse gravity|xphb delayed blast fireball|xphb fire storm|xphb regenerate|xphb plane shift|xphb control weather|xphb earthquake|xphb sunburst|xphb tsunami|xphb storm of vengeance|xphb imprisonment|xphb meteor swarm|xphb mass heal|xphb gate|xphb true resurrection|xphb

Klasseegenskaper

Niva 1

Elemental Magic
Doctrine
Elemental Affinity

Niva 10

Elemental Resistance

Niva 12

Ability Score Improvement

Niva 14

Doctrine feature

Niva 15

Elemental Form

Niva 16

Ability Score Improvement

Niva 18

Elemental Body

Niva 19

Ability Score Improvement

Niva 2

Callings
Elemental Power

Niva 20

Elementalism

Niva 3

Doctrine feature

Niva 4

Ability Score Improvement

Niva 6

Doctrine feature

Niva 8

Ability Score Improvement

Kjente Trolldommer-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Kjente Trolldommer 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Cantrip-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Kjent 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Kyndigheter

Armor

light

medium

shield

Weapons

simple and martial

Skills

Startutstyr

(a) One martial weapon (and a quiver with 20 ammunitions is needed) or (b) a quarterstaff
(a) Two simple weapons or (b) a simple weapon and a shield.
A Primordialist focus (check druidic focus)

Klasseegenskaper

Elemental Magic (Level 1)

The Primordialist use her connection with elemental spirits to produce magic as elemental spells.

Cantrips

At 1st level, you know three cantrips of your choice from the Primordialist spell list. You learn additional Primordialist´s cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Primordialist table.

Preparing and Casting Spells

By 2nd level, you have learned to draw on elemental magic through meditation and communing with elemental spirits to cast spells as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the primordialist spell list.

The Primordialist table shows how many spell slots you have to cast your spells. To cast one of your primordialist spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of primordialist spells that are available for you to cast, choosing from the primordialist spell list. When you do so, choose a number of primordialist spells equal to your Wisdom modifier + half your primordialist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level primordialist, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of primordialist spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your primordialist spells. The power of your spells comes from communing with elemental spirits. You use your Wisdom whenever a primordialist spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a primordialist spell you cast and when making an attack roll with one.

Spell

Spell

Elemental Conjuration

Any Primordialist's summon conjuration spell calls an elemental creature. This summons is elemental subtype instead of any choice the spells give. This doesn't change the base stats or abilities of the creature.

Spellcasting Focus

You can use a Primordialist Focus (see the Player's Handbook chapter 5 for druid focus) as a spellcasting focus for your primordialist spells.

Doctrine (Level 1)

At 1st level, as a Primordialist you get a doctrine: or you become an Elemental Warrior or you become an Elemental Shaman. Your choice will grant you extra features at 3rd, 6th and 14th level.

Elemental Affinity (Level 1)

Primordialist have affinity for one element. Choose one: Air, Earth, Fire or Water. This element will determinate some of the features a primordialist gains through levels. You learn the Primordial language and it gives the you these other abilities:

(You can find more Affinities if you clic on 'official sources' bottom unther the class table)

Affinity Expanded Spells

From 1st level, you gain access to an expanded spell list, the cantrips and affinity spells from your element are added to the primordialist spell list and are tagged with their element.

Also, at 2nd, 5th, 9th, 13th and 17th level you get an extra spell known with a spell tag matching your affinity element.

This spell must be from a level which you have spell slots.

Void Affinity

This affinity is a Special Affinity. At 1st, when you gain the Elemental Affinity Feature, you can choose to forget one of the 4 main elements: Air, Earth, Fire or Water.

When you do so you, you won't be able to access to the spells tagged with that element, calling options from that element and you won't be able to Choose that element as your Affinity Element.

Instead you gain access to spells tagged with the Void element, Void calling options and you can select Void as your Affinity Element.

Elemental Adaptation

From 1st level, your affinity lets you adapt better to certain conditions:

Air

You are surrounded by a small breeze that keeps you dry and fresh all the time.

Earth

Your skin gets a thick and rough layer that make you look tougher and resilient, this makes you avoid one point of bleeding damage every round.

Fire

You feel warm in natural cold environments that are not magical or impossible to live.

Water

You are never thirsty if you have been in presence of water within a week.

Void

After you enter adulthood, your body appearance seems to stop ageing, although you still suffer all ageing effects as usual.

Affinity Damage Types

Some fo your abilities, when you gain levels in this class, depends on the types of damage that are associated to your affinity element.

The following list point out which type of damage is associated to a specific Affinity Element:

Air

Lightning or thunder damage.

Earth

Acid or bludgeoning damage.

Fire

Fire or radiant damage.

Water

Cold or piercing damage.

Void

You replace the forgotten Affinity Damage Type with these ones:

Void: Force or psychic damage.

Callings (Level 2)

Primordialist excel in call elemental spirits, the primordialist make a bond with elemental spirits to be called to aid him and his allies, or make his magic powerful.

Callings

You learn two callings of your choice, which are listed under "Callings" below. You learn additional callings as Shown in the calling known column in the primordialist table.

Each time you learn new calling, you can also replace one calling you know with a different one. Some callings have a class level prerequisite to be learned.

Calling Uses

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. To use a calling, you must spend one use, you can activate more than one calling in a single round if the calling option allow you to.

You gain one more uses of this feature at 10th and 15th level.

Saving Throws

Some of your callings require your target to make a saving throw to resist the calling's effects. The saving throw DC is the same of your spell save DC.

Concentration

Some callings use concentration. These callings have a "conc." word inside the parenthesis, the duration is in the calling descriptions. Callings use the same rules for concentration on spells, as presented in chapter 10, "Spellcasting," of the Player's Handbook. Callings share concentration with spells, this means you can't concentrate on two callings abilities at the same time nor one spell and one calling.

Air Calling Options

Clouding (conc.)

As an action, you conjure clouds to create a solid and translucent simple structure like a ramp, a wall, a stair or so, which lasts for up to ten minutes in a point you can see within 60 feet of you. The structure can fill up to 10 times your wisdom modifier feet wide, high and length (minimum 10 ft.).

Returning Wind

When you get hit with a melee attack, you can use your reaction to make an attack to that foe.

Wind Step

Once per turn, when you make an attack to a creature, you have advantage to the attack and one ally is moved with a powerful wind. Choose an ally who can see or hear you, she can use its reaction to make a Dash action. If you hit the creature with the attack, your ally doesn't provoke opportunity attacks from it with this movement.

Ride the lightning

As a bonus action, you teleport to an unoccupied space in up to 30 ft. from you that you can see. You create a 5 feet wide line of lightning between the start point and the end point of the teleportation damaging all creatures in it with 2d8 lightning damage on failed Dexterity saving throw or half the amount on a successful one.

Flying Wind

You gain fly speed for one minute equal to your land speed and you gain a 10 ft. bonus to all your types of movement.

Teleporting Wind

You can use the Teleport spell to teleport one willing creature to up to a number of miles equal to your Wisdom modifier (minimum one). You can spend more calling uses to teleport more creatures, you teleport one extra creature por extra calling use you spend. A creature, can be target of this only once per long rest.

Earth Calling Options

Knock Back

Once per round, when you hit with an attack you can knock the target. It must succeed on a Strength saving throw or be knocked 10 feet away from you in a straight line. If it hits an object, this movement immediately ends and the target takes extra 2d6 bludgeoning damage.

Rock Shield

As a bonus action, you make the skin of a creature hard as rock. Choose yourself or a creature in 60 feet of you that you can see, and that creature gains temporary hit points equal to your level plus your Wisdom modifier (minimum one). When the target gets healed with a spell while the shield is up, she regains extra hit points equal to 2 + the spell's level.

Steel Shield

When a creature other than you is attacked, you can place a steel shield as reaction giving +4 armor class to that creature for one round.

Acid Wound

As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d8 acid damage.

Tremorsense (conc.)

As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts up to 10 minutes.

Cold Iron Shield (conc.)

As an action you gain resistance to spells. You have advantage on Saving Throws made against spells and spells effects for up to one minute.

Fire Calling Options

Burn Away (conc.)

As a bonus action, choose up to three allies you can see within 60 feet of you. For up to one minute, each target has a 1d4 bonus to spell attacks and +1 bonus to Save DC.

Flashlight

As a reaction, when you get attacked, you can impose disadvantage on attacks rolls against you if you can see the attacker. If an attack still hits you, the attacker takes 1d8 radiant damage. The effect last until the start of your next turn.

Mindless Charge

As a bonus action, choose up to your Wisdom modifier creatures you can see within 60 feet of you. Each target uses its reaction to move up to its speed in a straight line toward its nearest enemy. To avoid this effect the creature must make a charisma saving throw.

Spear of Light

As a bonus action, you create a floating spear of light in 60 ft. of you that lasts for one minute or until you use this ability again. When you create it, you can make a melee spell attack against a creature within 5 feet of the spear. On a hit, the target takes 1d8 + your Wisdom modifier radiant damage.

As a bonus action on your turn, you can move the spear up to 20 feet and repeat the attack against a creature within 5 feet of it.

As an action, you can toss the spear to an ally and heal his wounds. You heal the target for 2d8 hit points. After you toss the spear, it disappears.

Aura of Bloodletting (conc.)

As a bonus action, you unleash an aura of rage. For up to one minute, you and any creature within 30 feet of you has advantage on attack rolls.

Burst of Light

When you do radiant damage to undead you can activate this calling. One of the affected undead must do a Constitution saving throw or takes 4d8 radiant damage or half as much in a successful one. If the undead is CR 3 or lower is destroyed instead on a failed save.

Water Calling Options

Ice Sheet

As an action, for one minute, you freeze the ground in a 10-foot radius centered on in a point on the ground you can see within 60 feet of you. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. You can have only one of this effect active at a time.

Soothing Dew

You can use an action to heal up to 3 creatures in 30 ft. of you. Each of them regains a number of hit points equal to your Wisdom modifier plus half your level.

Water Barrier

As a reaction, which you take when another creature than you take acid, cold, fire, lightning, or thunder damage, you give resistance to the triggering damage type to that creature.

Energy Immunity (conc.)

As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), for up to one minute.

Spirit Link (conc.)

As a bonus action, you radiate a spirit link with your allies for one minute. pick a number of willingly creatures within 60 feet of you equal to the spell level used, you linked their spirits making them distribute all damage taken.

If a creature it´s going to drop to 0 hit points hit point from the damage distribution, he takes damage until he is on one hit point, the rest of his damage is done to you and you lose the concentration after that damage is distributed.

Deep Healing

When you use a healing spell that role hit points, you can activate this calling. For one of the targets affected by the spell, you roll all of the spell´s healing dice twice and add them together, then apply any relevant modifier as normal, to calculate the amount you heal to that target.

Void Calling Options

You can choose to lose one of the four base element calling options: Air, Earth, Fire or Water. When you do so, you add the Void Calling Options to the list raplacing the forgotten ones.

Void Weapon

As a bonus action you can make your weapon cut the space, for the round your weapon gain 30 ft. reach and you ignore half and three quarters cover.

Force Platform (conc.)

As a bonus action you create a force platform in your feet for up to ten minutes. This platform can make you travel in any direction for up to 20 ft. per round as your movement.

Pushing Force

When you deal force damage with a spell, one target affected by the spell must make a Strength saving throw or you can push the target of 10 ft. in any direction you want.

Spellsteal

As an action you touch a creature and try to steal one spell of 1st or 2nd level. The target makes a Charisma saving throw, on a fail you can absorb the spell making it transfer to yourself.

At 10th level the spell can be up to a 4th level spell and a 20th level up to a 5th level spell. If you don't know if the target is under a spell effect, you can make an Intelligence (Arcana) check to a DC of 10 plus the spell level to see if it is under a spell of the level of which you can steal.

The DM can decide if he tells you what spell is affecting the target.

Force Shield (conc.)

You place in yourself a force shield, this shield will absorb damage for up to one minute. If the shield absorbs more than 5 times your level as damage, it will explodes ending the effect, creatures in 20 feet from the explosion must succeeds on a Dexterity saving throw or get 4d8 force damage or half much on a successful save.

Astral Shifting

As a reaction when you are going to take damage you can shift part of yourself to the astral plane for a brief time making you take half damage from the triggering effect. If the effect requires a saving throw, you take no damage if you succeed on the save.

Elemental Power (Level 2)

When the primordialsit active a calling, she can store some elemental power for up to one minute. Also, she can spend one calling use to store power. When she is going to roll damage with a weapon or a cantrip while she is storing elemental power, she can decide to release it to get a 1d8 bonus to the damage. At 8th level this damage increase to 2d8.

The primordialist can have only one elemental power stored at a time.

The type of damage depends on her affinity element damage type. If the power was stored from a calling, the type of damage depends on the calling element. Pick one of the two affinity damage type to store.

Doctrine feature (Level 3)

At 3rd level, you gain another feature from your Doctrine.

Ability Score Improvement (Level 4)

When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Doctrine feature (Level 6)

At 6th level, you gain another feature from your Doctrine.

Ability Score Improvement (Level 8)

When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Elemental Resistance (Level 10)

At 10th level you gain resistance to one kind of elemental damage, pick one from the two of your Affinity Damage Type.

Ability Score Improvement (Level 12)

When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Doctrine feature (Level 14)

At 14th level, you gain another feature from your Doctrine.

Elemental Form (Level 15)

At 15th level, add the Polymorph spell to your spell list. If you use the spell on yourself, you can transform into any elemental creatures, but this elemental creature must have a CR of up to half your level. You can cast it on yourself without spending spell slots, and without need to concentrate on the spell once per long rest.

Also, you get a characteristic ability from your affinity element:

Air

You gain fly speed equal to your walking speed.

Earth

You gain the earth glide monster feature.

Fire

When you get hit or hit a creature in melee range you may choose to do an extra 1d10 fire damage to that creature.

Water

You gain swim speed equal to your walking speed and you can breathe underwater.

Void

Once per turn when you take a dash action you can Teleport up to 20 feet to an unoccupied space that you can see.

Ability Score Improvement (Level 16)

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Elemental Body (Level 18)

Starting at 18th level, the primordial magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Also, you don´t need to sleep nor eat or drink more than once per week, and you are not affected by magic that makes you sleep.

Ability Score Improvement (Level 19)

When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Elementalism (Level 20)

From 20th level, if you roll the maximum number on any of the dice (a 6 with a d6, a 10 with a d10, etc.) when you do damage of the type of your Affinity Damage Type, you get to re-roll again and add the additional roll to your total for that damage roll.

Underklasser

Air
Zorindis
Air Affinity
Zorindis
Earth Affinity
Zorindis
Elemental Shaman
Zorindis
Fire Affinity
Zorindis
Spells Element Tags
Zorindis
Void Affinity
Zorindis
Water Affinity
Zorindis

Underklasse-egenskaper

Air

Elemental Warrior (Level 1)

An Elemental Warrior is a Primordialist that know how to mix elemental magic with martial training

Elemental Warrior's Proficiency

When you choose this doctrine at 1st level, you gain proficiency with Martial Weapons.

Your hit point increases by 1 per level in this class.

Elemental Weapons

From 1st level you learn how to deliver your spells from your weapons. As an action you make a bond with one weapon making it your spellcasting focus, while you are holding it you can use an attack action to cast damaging spells with it.

You cast your spells using the ability modifier of your bonded weapon as the spellcasting ability. You apply the weapon ability and bonus modifier to the spell damage, and the range of the weapon instead the spell range; the dice and type of damage, and extra effects are dictated by the spell.

Range and melee attacks rules apply, even for actions as the grapple or shove actions if the spell gives you more than one attack.

Most damage cantrips get better when you reach a certain character level. When you use this ability, your class level is the one which determinate the improvements on those cantrips.

You can have this bond with one weapon at a time.

Elemental Shroud (Level 3)

From 3rd level, the elemental warrior is shroud himself with some elemental energy letting you take advantage in combat depending on his affinity element:

Air

As a bonus action the elemental warrior can use the Dash or Disengage action.

Earth

As a bonus action you can pick one enemy of your choice, you gain resistance to non-magical bludgeoning, piercing and slashing damage from that enemy.

Fire

You engulf yourself in fire, you can use your bonus action to deal 1d8 fire damage to any creatures you choose in 5 ft. of you on a failed Dexterity saving throw or half that much in a successful one.

Water

When you do cold damage with a spell, one creature affected by the spell has his movement speeds reduced to half on a failed Constitution save, until the end of your next turn.

Void

You have a force field around you granting you an unarmored force armor of 13 plus your Dexterity modifier. You can use shields and still benefits from this.

Elemental Unleash (Level 6)

From 6th level, you learn to unleash your elemental power to boost your combat capabilities even further. When you use a calling with the same element as your Affinity you can gain the following bonus for one minute, then you must finish a short or long rest to use this ability again:

Air

You augment your weapons with air by sharpening them. Weapons you hold have a +1 bonus to attack and damage rolls. At 10th level this bonus increases by 1 and again at 15th level.

Earth

You blend yourself with the ground, this reduce your movement by half while blended. When you are blend to the ground you cannot be knocked prone and enemies moving in your melee reach provokes attacks of opportunity from you. Un-blend yourself is a bonus action. You lose this bonus while you stop touching ground.

Fire

Weapons you hold emanates sunlight while you wield them. You radiate bright light in a 20-foot radius and dim light for an additional 20 feet, and any undead in the bright light have disadvantage on attacks rolls and dexterity saving throws. Also, your elemental shroud deals an additional 1d8 as radiant damage.

Water

When you are healed by a spell you regain 2 extra hit points per spell slot used.

Void

You can reflect damage. As a Reaction, when you receive damage you can deal half the damage you suffered to the source of it.

Elemental Battery (Level 14)

From 14th level, you can charge an elemental battery with your attacks. Once per round, when you manage to hit a hostile enemy with an attack, you can charge your elemental battery.

You can have up to 3 charges. Once you have three charges, instead of charge your battery in that round, you can discharge all three charges to change the casting time of one spell from an action to a bonus action.

Air Affinity

Air Spell Element Tags (Level 1)

These are the Spells tags for Air spells.

Cantrips

Booming Blade, Gust, Lightning Lure, Shocking Grasp and Thunderclap.

1st-level

Feather Fall, Fog Cloud, Jump, Thunderwave and Zephyr Strike.

2nd-level

Gust of Wind, Levitate, Mirror Image, Shatter, Skywrite, Tornado and Warding Wind.

3rd-level

Call Lightning, Fly, Haste, Lightning Arrow, Sending, Thunder Step and Wind Wall.

4th-level

Dimension Door, Freedom of Movement and Storm Sphere.

5th-level

Control Winds, Destructive Wave, Steel Wind Strike and Teleportation Circle.

6th-level

Chain Lightning, Investiture of Wind, Scatter and Wind Walk.

7th-level

Teleport and Whirlwind.

8th-level

Control Weather.

9th-level

Storm of Vengeance.

Earth Affinity

Earth Spell Element Tags (Level 1)

These are the Spells tags for Earth spells.

Cantrips

Acid Splash, Barrack´s Bashing Shield, Magic Stone, Mending and Mold Earth

1st-level

Catapult and Earth Tremor.

2nd-level

Dust Devil, Earthbind, Maximilian's Earthen Grasp and Pass Without Trace.

3rd-level

Meld into Stone, Melf's Minute Meteors, Slow and Wall of Sand.

4th-level

Stone Shape, Stoneskin and Vitriolic Sphere.

5th-level

Passwall, Transmute Rock and Wall of Stone.

6th-level

Bones of the Earth, Investiture of Stone and Move Earth.

7th-level

Reverse Gravity.

8th-level

Earthquake.

9th-level

Imprisonment.

Elemental Shaman

Elemental Shaman (Level 1)

An Elemental Shaman is a Primordialist dedicated in raw elemental magic. Your reservoir of Spell Known, Cantrips Known and Spell Slots is higher.

Use the Elemental Shaman table for Spell Slot per Spell Level, and for Cantrips and Spell known.

Ritual Caster

From 1st level you can cast any primordialist spell you know as ritual if that spell has the ritual tag.

Damage Adaptability

From 1st level, you can change the type of damage of one spell you cast that dealt Acid, Cold, Fire, Lightning, Radiant or Thunder damage to another type of that list.

You must finish a short or long rest to use this feature again.

Void Damage Adaptability

If you selected the Void Affinity as your affinity add Force and psychic damage to the list

Calling Master (Level 3)

At 3rd level you gain an extra calling. This calling must be from the same element of your Elemental Affinity.

If you want to change this calling when you get a level in this class, the new calling must match your affinity element as well.

Fulmination (Level 6)

From 6th level, you boost your cantrip depending on your affinity element. You add your wisdom modifier to the damage of the following:

Air

Lightning and thunder damage cantrips.

Earth

Acid and bludgeoning damage cantrips.

Fire

Fire and radiant damage cantrips.

Water

Cold and necrotic damage cantrips.

Void Fulmination

If you choose the Void Elemental Affinity, you use these types of damage

Void: Force or psychic cantrip damage

Shamanism (Level 14)

From 14th level, your Elemental Power bonus damage now apply to every of your damaging spell.

Fire Affinity

Fire Spell Element Tags (Level 1)

These are the Spells tags for Fire spells.

Cantrips

Control Flames, Fire Bolt, Green-Flame Blade, Light and Produce Flame.

1st-level

Burning Hands and Faery Fire.

2nd-level

Aganazzar's Scorcher, Darkvision, Flame Blade, Heat Metal and Scorching Ray.

3rd-level

Daylight, Fireball and Flame Arrows.

4th-level

Fire Shield and Wall of Fire.

5th-level

Flame Strike, Immolation and Wall of Light.

6th-level

Disintegrate, Investiture of Flame and Sunbeam.

7th-level

Crown of Stars, Delayed Blast Fireball and Fire Storm.

8th-level

Sunburst.

9th-level

Meteor Swarm.

Spells Element Tags

General Spell Tags (Level 1)

These are the General Spells tags.

Cantrips

Elemental Attunement and Elemental Blast.

1st-level

Absorb Elements, Chaos Bolt, Chromatic Orb, Detect Evil and Good, Detect Magic, Elemental Mark, Find Familiar and Wild Cunning.

2nd-level

Dragon Breath and Enhance Ability.

3rd-level

Conjure Animals, Dispel Magic, Elemental Weapon, Magic Circle and Protection from Energy.

4th-level

Banishment, Conjure Minor Elementals and Elemental Bane.

5th-level

Commune with Nature, Conjure Elemental, Contact Other Plane, Dispel Evil and Good, Planar Binding and Reincarnate.

6th-level

Planar Ally and Primordial Ward.

7th-level

Plane Shift.

9th-level

Gate and True Resurrection.

Void Affinity

Void Spell Element Tags (Level 1)

These are the Spells tags for Void spells.

Cantrips

Barrack´s Bashing Shield, Mage Hand.

1st-level

Alarm, Sleep, Tenser's Floating Disk and Unseen Servant.

2nd-level

Arcane Lock, Earthbind, Hold Person, Locate Objects and See Invisibility.

3rd-level

Blink, Clairvoyance and Leomund's Tiny Hut.

4th-level

Locate Creature and Dimension Door.

5th-level

Animate Objects, Antilife Shell, Circle of Power, Hold Monster, Rary's Telepathic Bond, Scrying and Wall of Force.

6th-level

Disintegrate, Globe of invulnerability and True Seeing.

7th-level

Etherealness, Forcecage and Reverse Gravity.

8th-level

Antimagic Field and Maze.

9th-level

Invulnerability and Timestop.

Water Affinity

Water Spell Element Tags (Level 1)

These are the Spells tags for Water spells.

Cantrips

Frostbite, Ray of Frost and Shape Water.

1st-level

Armor of Agathys, Create or Destroy Water, Cure Wounds, Healing Word, Ice Knife and Purify Food and Drink.

2nd-level

Healing Spirit, Lesser Restoration, Misty Step and Snilloc's Snowball Swarm.

3rd-level

Sleet Storm, Tidal Wave, Wall of Water, Water Breathing and Water Walk.

4th-level

Control Water, Ice Storm and Watery Sphere.

5th-level

Cone of Cold, Greater Restoration, Maelstrom and Mass Cure Wounds.

6th-level

Investiture of Ice, Otiluke's Freezing Sphere and Wall of Ice.

7th-level

Regenerate.

8th-level

Abi-Dalzim's Horrid Wilting and Tsunami.

9th-level

Mass Heal.