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laucianx7x
2016-01-28, 11:08 PM
Elemental Warden




Level
Proficiency Bonus
Features
Auras Known
Cantrips
Spell Level Known
Spell Slot
Spell Slot Level


1st
+2
Elemental Aura, Elemental Magic, Elemental Path
2
2
1st
1
1st


2nd
+2
Sense Elementals, Elemental Atonement
3
2
1st
2
1st


3rd
+2
Elemental Path Feature
3
2
1st
2
2nd


4th
+2
Ability Score Improvement
3
3
1st
2
2nd


5th
+3

4
3
2nd
2
3rd


6th
+3
Grace of the Elements
4
3
2nd
2
3rd


7th
+3
Elemental Path Feature
4
3
2nd
3
4th


8th
+3
Ability Score Improvement
5
3
2nd
3
4th


9th
+4

5
3
3rd
3
5th


10th
+4
Double Aura.
5
4
3rd
3
5th


11th
+4
Elemental Infusion (6th)
6
4
3rd
3
5th


12th
+4
Ability Score Improvement
6
4
3rd
4
5th


13th
+5
Elemental Infusion (7th)
6
4
4th
4
5th


14th
+5
Elemental Path Feature
7
4
4th
4
5th


15th
+5
Elemental Infusion (8th)
7
4
4th
4
5th


16th
+5
Ability Score Improvement
7
4
4th
4
5th


17th
+6
Greater Grace of the Elements, Elemental Infusion (9th)
8
4
5th
4
5th


18th
+6
Timeless body
8
4
5th
4
5th


19th
+6
Ability Score Improvement
8
4
5th
4
5th


20th
+6
Triple Aura. Elemental Path Feature (Ascendace)
9
4
5th
4
5th





The Force of Nature
Nature is the ruler of the life, the omnipresent state of the living. Before creatures, all that be in this world were elements combining and existing together, modeling the world all things lives in, the material plane. All that raw power of creation and destruction made balance letting creatures to sprout, rise and live. Elemental wardens are masters of this elements and they tent to preserve the balance that keep this world such alive and beautiful even if they have to use their destructive or healing powers to do so.
Elemental wardens gain their powers trough knowledge and experiences with elements, they can achieve this by making pacts with intelligent elemental creatures, studying great elemental events on the nature or even live in planes with high elemental influence.

Role
Elemental Warden have an important role in helping a group, sometimes right through their skills in combat and elemental damage, sometimes to keep the group alive through defending or healing them. Yet we cannot forget their auras that benefit the group in some mysterious ways.
Elemental Warden`s role in the world is very similar to druid`s. Elements are natural, as is necessary to protect the plants and animals is well needed to protect the balance of air, earth, fire and water that allows the ecosystem remain standing

Class Features
As an Elemental Warden, you gain the following class features.

Hit Points
Hit Dice: 1d8 per Elemental Warden Level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Elemental Warden Level after 1st

Proficiencies
Armor: Light armor, medium armor and shields
Extra language: Primordial
Weapons: Simple weapons plus two martial weapons
Tools: herbalism kit
Saving Throws: Wisdom, and one depending of the Path Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) scalemail or (b) leather armor
One martial weapon you have proficiency with (and a quiver with 20 ammunition is needed)
(a) two handaxes or (b) two simple melee weapons or (c) a simple weapon and a shield.
(a) a dungeoneer's pack or (b) an explorer's pack
A warden focus

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

By 1st level, you have learned to draw on elemental magic through interaction with elemental spirits to cast spells. See chapter 10 for the general rules of spellcasting (player’s handbook) and the final of the document for the elemental warden spell list.

Preparing and Casting Spells
The Elemental Warden table shows how many spell slots you have to cast your spells, all your spell slots are the same level. To cast one of your elemental warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1sl-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
You prepare the list of elemental warden spells that are available for you to cast, choosing from the elemental warden spell list. When you do so, choose a number of elemental warden spells equal to your Wisdom modifier + half your elemental warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell level know as shown in the class table. For example, if you are a 5th-level elemental warden, you know spells from 1st- level and 2nd-level. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting a 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 elemental warden spells requires time spent in focus and meditation: at least 1 minute per spell level for each spell on your list.
Although as you regain your spell slots every short rest you should not abuse of your spell recharge, your DM can penalty you if you use the same spell over and over again taking time to recharge your spell slots.
You use a warden focus to cast spells, this are like druid focus.

Elemental Casting Flavor
Elemental Warden´s spells have an elemental flavor. Because of this some spells varies in their use. Any summon conjuration looks like a mix from various elements; this spells Works the same as usual but the form of the animal, creature or monster is made from a combinations of elements. Any Spell you cast have flavors like this. Talk to your DM if you want to vary some of your spells flavor.

Spell Casting ability
Wisdom is your spellcasting ability for your Elemental Warden spells. The power of your spells comes from your pact with the elements. You use your Wisdom whenever an elemental warden spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elemental Warden spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Your Wisdom modifier

Spell attack modifier = your proficiency bonus + Your Wisdom modifier

Elemental Path
The elemental Wardens have a stronger bond with one element than the others. This bond determinate many options and give the flavor to the characters.
Choose one path related to your preference: Air, Earth, Fire or Water. Each Path is detailed at the end of the class description. Your choice grants you a save proficiency at 1St level. It also grants additional benefits at 3nd, 7th,14th and 20th levels.
Each path grants a bonus cantrip at 1st level (it doesn’t count on the total of cantrip knows shown in the class table) and you get a list of spells —its path spells— that you gain at the elemental warden levels noted in the path description starting at 1set level. Once you gain a path spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a path spell that doesn’t appear on the elemental warden spell list, the spell is nonetheless an elemental warden spell for you.

Elemental Aura
Elemental Wardens excel in helping their allies, controlling elemental spirits to grant bonuses to their effectiveness. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants a benefit. You can begin projecting the aura as a bonus action, and you can only project one specific elemental aura at a time. The number of auras you can maintain at one time increases to two at 10th level and 3 at 20th level. The aura lasts for one minute, and once you use this ability you must complete a short or long rest before you can use it again. You must be conscious and participating in the task to grant the bonus, and if you are ever unconscious, the ability does not end, but the bonuses do not resume until you can participate in the action again.
The aura affects all allies within 30 feet (including yourself) that can see or hear you. You can change one of your currently projected auras as a bonus action on your turn. At 1st level, you know two auras, one of which must match your chosen path element. You learn one additional aura at 2nd, 5th, 8th, 11th, 14th, 17th and 20th levels, for a total of nine known. Each time you use your Elemental Aura feature, you choose which auras you want to activate from the auras you know.
The bonus granted by your aura is half your proficiency bonus or as noted

Air Auras:
· Air precision: Bonus on Attack rolls with weapons
· Air Shield: Bonus on armor class
· Quick winds: Bonus on dexterity checks.
Earth Auras:
· Earth Nature: Bonus on strength checks.
· Stone Hardening: Damage reduction from any type of damage.
· Stone Burst: Bonus on damage rolls with weapons as bludgeoning damage.
Fire Auras:
· Fire Power: Bonus on Spells attacks and save DC with spells.
· Fire retaliation: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt your proficiency bonus as fire damage.
· Hot Mind: bonus on Charisma checks.
Water Auras:
· Healing rain: Cure points of damage.
· Water Calm: Bonus on Wisdom checks.
· Water bond: you can bond yourself to any ally in the aura range and transfer to you damage he suffers equals to your proficiency bonus.

Elemental Attunement
From 2ND level, your body and mind get used to the advantages that elements can give. You can choose one of the attunements every time you active the ability and it will grant a skill advantage and one special benefit. You can activate it any time you want and it last for one hour per level. You can use this again every long rest

Air Attunement:
You gain 5fts bonus to movement speed and advantages with Acrobatics checks.
Earth Attunement
You gain +1 to AC and advantage with Athletics checks.
Fire Attunement:
You gain +3 to initiative checks and advantage with Intimidations checks.
Water Attunement:
You gain 1 extra hit point per level and advantage with Insight checks.

Sense elementals
The presence of elements registers on your senses. As an action, you can open your awareness to detect elemental creatures or objects with elemental power inside them. Until the end of your next turn, you know the location of any elemental creature within 60 feet of you that is not behind total cover. You know the elemental type of any being whose presence you sense, but not its identity or kind. Within the same radius, you also detect the presence of any place or object that has elemental power inside them, as a door with fireball trap or a weapon that does any elemental damage.
You can use this feature a number of times equal to
1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Ability score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by
2, or you an increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Grace of the Elements
The force of elements emanates from your body like they were part of you. You learn how to use your fighting techniques as part of the cast of your Elemental Warden spells.
Beginning at 6th level you get War Magic as the Eldritch Knight Fighter archetype Class Feature

Elemental Infusion
At 11th level, you infuse yourself with the Elemental magic, you gain a free spell slot of 6th-level per long rest.
This slot upgrades to 7th-level spell slot at 13th level, 8th-level spell slot at 15th level and 9th-level spell slot at 17th level.

Greater Grace of the Elements
At level 17th, you gain Improve War Magic as the Eldritch Knight Fighter archetype Class Feature

Timeless Body
Starting at 18th level, the Elemental magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Ascendance
Al 20th level the elemental warden get an ascension to a higher meaning in spiritual and physical level. She becomes part elemental and gain some of the elemental powers of his path. This abilities are described in every path as one with an element.

Elemental Paths:

Air
Its represent all about air, flaying, lightning and Thunder

Save Proficiency: Dexterity

Bonus Cantrip Known:
Choose one:
Message, Shocking Grasp, Booming blade, Gust, Lightning Lure or Thunderclap

Air Spell list

Warden Level Spells
1st Feather Fall, Thunderwave
5th Misty Step, Shatter
9th Lightning Bolt, Wind Wall
13th Banishment, Freedom of Movement
17th Chain Lightning*, Wind Walk*

Tempest
At 3th level, you add your proficiency bonus to your weapon damage as lightning or thunder damage. You can change the type of damage every long rest.

Lightning Lash
You learn how to arc some of your elemental power in a thunderous lightning leaded by one weapon attack.
At 7th level, as an action, the elemental warden can hit a number of enemies in a 30 ft. radius, centered on the first target, equal to her wisdom modifier with a lightning arc. You make a single attack roll with your weapon bonus and compare it to the AC of every enemy chosen. Roll weapon damage, every enemy affected take this damage as half lightning and half thunder damage. You can use this times equal to your wisdom modifier (minimum 1) every long rest.

Teleport
At 14th level, you can cast Teleport once a week with no cost.

One With the Air
At 20th level, you have a flying speed equal to your current walking speed, the Air form and the ability to do a whirlwind as an Air Elemental

Earth
Its represent all about rock, earth, acid and metals

Save Proficiency: Constitution

Bonus Cantrip Known:
Choose one: Acid Splash, Blade Ward, Mending, Poison Spray, Magic Stone or Mold Earth

Earth Spell list

Warden Level Spells
1st Earth Tremor, Shield of Faith
5th Maximilian’s Earthen Grasp, Melf´s Acid Arrow Acid Arrow
9th Meld into Stone, Protection from Energy
13th Stone Shape, Stoneskin
17th Creation, Wall of Stone

Earth Shield
At 3th level, you gain proficiency with Heavy Armor.

Stone Defender
At 7th level, you gain protection combat style, you can use this even if you don’t have a shield.
Also, as bonus action, you can rise a flaying stone shield to protect you, this grant you temporary hit points equal to your level plus Wisdom modifier, when the shield is destroyed you can rise another one. You can use this times equal to your wisdom modifier (minimum 1) every long rest.

Antimagic Field
At 14th level, you can cast Antimagic Field once a week with no cost.

One with the Earth
At 20th level, you have the ability to do an earth glide and siege monster as an Earth Elemental

Fire
Its represent all about fire, light, heat and magma

Save Proficiency: Charisma

Bonus Cantrip Known:
Choose one from:
Fire Bolt, Light, Produce Flame or Control Flames

Fire Spell list

Warden Level Spells
1st Burning Hands, Faerie Fire
5th Heat Metal, Scorching Ray
9th Daylight, Fireball
13th Fire Shield, Wall of Fire
17th Cloudkill, Conjure Elemental

Hearth of Fire
At 3rd level, you add Proficiency bonus to the damage of your damaging spells and cantrips as fire damage (one time with the initial damage)

Wild Fire
At 7th level, when you cast a damaging spell, you can take a bonus action to cast a free fire bolt cantrip to an enemy that have been hit with that spell in that round. You can use this times equal to your wisdom modifier (minimum 1) every long rest.

Firestorm
At 14th level, you can cast Firestorm once per long rest with no cost.

One with the Fire
At 20th level, you have the ability to do a Illuminate, Fire form, water susceptibility and Fire Touch as a Fire Elemental

Water
Its represent all about water, oceans, ice, rain and restoration

Save Proficiency: Intelligence
Tool: healer’s kit

Bonus Cantrip Known:
Choose one:
Minor Illusion. Ray of Frost. Spare the dying. Frostbite or
Shape Water

Water Spell list

Warden Level Spells
1st Create or Destroy Water, Cure Wounds
5th Lesser Restoration, Misty Step
9th Mass Healing Word, Aura of Vitality
13th Control Water, Ice Storm
17th Cone of Cold, Heal*

Bless of the Oceans
At 3rd level, you add your Proficiency bonus to the healing of your spells that restore hit points and cold damage spells. Also you heal one extra hit point with the healing rain aura.

Torrents
At 7th level, choose one of this two to learn:

- Every time you heal one or several allies with a Spell, you can deliver a healing the next round equal 1d4 per spell slot level used to up to wisdom modifier allies affected by that Spell.
- When you do cold damage with a spell you freeze the targets. Up to wisdom modifiers enemies affected by the spells are restrained for the end of your next turn.

You can use this times equal to your wisdom modifier
(Minimum 1) every long rest.

Regenerate
At 14th level, you can cast Regenerate once a week with no cost.

One with the Water
At 20th level, you have a swim speed equal to your current walking speed, the water form, freeze ability and the ability to do a Whelm as a Water Elemental


Elemental Warden Spells:

Cantrips
Acid Splash
Fire Bolt
Light
Mending
Message
Minor Illusion
Poison Spray
Produce Flame
Ray of Frost
Shocking Grasp
Spare the dying

1st Level
Armor of Agathys
Burning Hands
Chromatic Orb
Create or Destroy Water
Cure Wounds
Detect Magic ®
Detect Poison and Disease ®
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Grease
Guiding Bolt
Healing Word
Jump
Purify Food and Drink®
Searing Smite
Thunderous smite
Thunderwave

2nd Level
Blur
Branding Smite
Continual Flame
Enhance Ability
Find Steed (with an elemental flavor with it appearance) ®
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Invisibility
Levitate
Melf´s Acid Arrow
Mirror Image
Misty Step
Prayer of Healing
Protection from Poison
Scorching Ray
Shatter

3rd Level
Aura of Vitality
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Elemental Weapon
Fireball
Fly
Gaseous Form
Haste
Lightning Arrow
Lightning Bolt
Mass Healing Word
Meld into Stone ®
Protection from Energy
Revivify
Sleet Storm
Slow
Spirit Guardians
Stinking Cloud
Water Breathing
Water Walk ®
Wind Wall

4th Level
Banishment
Conjure Minor Elementals
Control Water
Dimension Door
Fire Shield
Freedom of Movement
Greater Invisibility
Ice Storm
Stone Shape
Stoneskin
Wall of Fire

5th Level
Commune with Nature ®
Conjure Elemental
Cone of Cold
Destructive Wave
Flame Strike
Mass Cure Wounds
Plane Shift (only primaries planes)*
Reincarnate
Teleportation Circle
Wall of Stone

*this spells are from lower level than usual, you use 5th spell slot level to cast this spells


New Spells from Elemental Evil, and Sword Coast Adventures


Cantrips:
Booming blade
Control Flames
Frostbite
Gust
Magic Stone
Mold Earth
Lightning Lure
Shape Water
Thunderclap

1st Level:
Absorb Elements
Earth Tremor
Ice Knife

2nd Level:
Aganazzar’s Scorcher
Earthbind
Maximilian’s Earthen Grasp
Skywrite
Snilloc’s Snowball Swarm
Warding Wind

3rd Level
Erupting Earth
Flame Arrows
Melf’s Minute Meteors
Tidal Wave
Wall of Sand
Wall of Water

4th Level:
Elemental Bane
Storm Sphere
Vitriolic Sphere
Watery Sphere

5th Level:
Control Winds
Immolation
Maelstrom
Transmute Rock