You are trained to harness the power of one of four elements: fire, water, earth, or air. Your element is chosen at level 1 and cannot be changed afterward.
Fire: As a fire elementalist, you have the ability to create fire out of thin air and hold it in your hand without risk of burning yourself or your equipment. This ability does not require an action, as the fire is produced instantly. You can use this fire to provide illumination, burn objects, or even heat food as normal fire would. Additionally, your unarmed strikes can produce bursts of flame, launching them at targets within range. These fiery strikes count as dexterity-based ranged attacks with a range of 20/40/60 feet, dealing the same amount of damage as your normal unarmed strikes. However, the damage type is fire instead of bludgeoning.
Air: As an air elementalist, you can control the very air around you, causing it to move and flow how you wish. Air you generate can help cool surfaces, move light objects, or create localized breezes. The flow itself is usually no stronger than moderate strength wind (less than 30 miles per hour) and typically extends up to 10 feet in length. Your unarmed strikes also generate concentrated blasts of air, allowing you to extend their reach. These function as dexterity-based ranged attacks (20/40/60 feet) and deal the same amount of damage as your normal unarmed strikes.
Water: As a water elementalist, you cannot create water, but you can control it. Your control over water functions similarly to the telekinesis spell, except that it only works on water within 30 feet of you and can be activated as a bonus action. Similarly, you can change the state of any 5-foot cube of water within range as a bonus action, making it either ice, water, or steam. If water is within 5 feet of you, either through telekinesis or because you are carrying it, you can use that water to make unarmed attacks in one of two forms. First, you can use the water as a dexterity-based whip attack against targets within 10 feet, dealing slashing damage. Second, you can turn the water into ice spikes, which are telekinetically launched at a target. These function as ranged attacks with a range of 20/40/60 and deal piercing damage. Both of these count as unarmed strikes and deal damage equal to your normal unarmed attacks.
Earth: As an earth elementalist, you have telekinetic control over rock, earth, or stone within 30 feet. This functions similarly to the telekinesis spell, though it can be used as a bonus action. When standing on or adjacent to stone, you can telekinetically remove several head-sized rocks from the ground to use as projectiles. These rocks can be kicked or punched at nearby targets, dealing damage equal to an unarmed attack and have a ranged reach of 20/40/60 feet (dexterity-based ranged attack). Alternatively, you can use a bonus action to pull the rocks towards you from farther away, and then make attacks with them.
Elemental Senses
You have an innate connection with your particular element and are able to detect its presence.
Fire elementalists can detect the presence of heat itself, sensing not just fire, but any source of strong heat within 60 feet. You can also detect fire elementals.
Air elementalists can detect subtle changes in air variation around them, giving them blind sense within 5 feet (not through solid or water filled surfaces though). You can also detect air elementals.
Water elementalist can feel the presence of a body of water within 60 feet, even through other objects, locating it deep underground or even when carried in an invisible creature’s waterskin. You cannot detect the presence of water in a creature's body, but you can detect water elementals.
Earth elementalists can feel vibrations in the earth itself granting them 5-foot tremorsense provided they are standing on earth, stone, or rock. You can also detect earth elementals.
Non-Elementalist Techniques
At level 1, you get a non-elementalist technique, just like every class does. At level 3 and every three levels afterward, you get a new one. As usual, you can also permanently allocate two technique slots to acquiring a new common ability.
Elementalist Techniques
At level 2, you learn three elementalist techniques (Air, Earth, Fire, Water). These techniques function in a similar way to fighter techniques. You can learn an unlimited number of elementalist techniques, though they remain inactive until you use a stamina point to use them. The way these function is detailed below.
Learning Elementalist Techniques
Every time you level up, you automatically learn a new elementalist technique, provided you meet the prerequisites. At some levels, you will get both an elementalist and a non-elementalist technique.
You may also learn elementalist techniques anytime from NPCs, other characters, training manuals, or combat schools. Each training source you encounter will have a different set of techniques you can learn (much like learning spells from a spellbook you find). At the GM's discretion, some sources may charge fees for tutelage. Learning a new technique this way takes two days minimum. These days should primarily be spent in training with your tutor, though the 2-day time (16 hours) may be split into smaller chunks and trained a little bit at a time. At the end of your training time, make an intelligence check (DC 15) to see if you have learned the new technique. If you fail the check, you need another training day (8 hours). After each additional day, make a new check. If you are learning from a book or manual, you can divide your time out over any number of days, though it takes nearly twice as long (30 hours). During your adventuring career, the GM may occasionally also award you with a technique that reflects a recent combat-based accomplishment.
Using Elementalist Techniques
All elementalists have access to a stamina pool that represents a measure of their martial acumen on the battlefield. To use a technique, you must activate it using your stamina pool. When rested, you start with a base stamina pool (minimum 1) equal to 1/2 elementalist level + prime ability bonus. You gain 1 stamina point by scoring a critical hit on an attack. The target must not be helpless or unaware of you. Your stamina pool can increase up to double your rested amount or drop down to zero. It resets to your base level after a short rest.
All elementalist class techniques require a point of stamina to use. Many of these are combat techniques that are used immediately, though some last for specified durations.
Elemental Abilities
At level 4, you have learned to master certain abilities that augment your elemental style. Choose one of the following:
Air: Unarmored Expertise, Fleet, or Mobility abilities
Water: Improved Grappling or Unarmored Expertise abilities.
Earth: Stalwart Defense or Toughness abilities
Fire: Combat Reflexes or Dazzling Display abilities
Extra Attack (Ex)
At level 6, you gain an extra attack that you can use when making a full attack. When using a weapon, this functions as usual, giving you two attacks, the first at your full attack bonus and the second at -5.
Characters don't usually get more natural attacks as they level up, but an elementalist’s special training allows them to apply their extra attacks to unarmed combat. At this level, Elementalists get three unarmed attacks, each made at their full attack bonus.
Masterwork Hands (Ex)
At level 7, your unarmed attacks count at +1 masterwork weapons. At levels 10, 13, 16, and 19 this masterwork level increases by 1.
Fighter Training (Ex)
Starting at 9th level, you may learn techniques usually restricted to fighters. When doing so, your effective fighter level is equal to half your elementalist level. This stacks with any fighter levels you have. Fighter techniques are activated in the same way as your elementalist techniques and must be activated with a point of stamina. You cannot use fighter techniques that are listed as "Required" focus techniques.
Advanced Elemental Training
At level 10, your control over your chosen element grows as follows
Water: At will, you can control a large body of water as per the control water spell. This allows you to flood the surrounding area, part water, redirect the flow of water, or create a whirlpool.
Earth: At will, you can form an existing piece of stone into any shape that suits your purpose. This functions as per the stone shape spell.
Air: At will, you can control the winds in the area as per the control winds spell.
Fire: Your control over fire increases. As follows:
Each round you can extinguish natural flames in a 5-foot area. Alternately, each round you can double the size of a natural fire, causing it to spread to flammable material nearby.
You can also double or halve the light created by a natural fire.
You can also attempt to extinguish magical fires by making an attack roll against its caster's DC.
You gain fire resistance 5.
Extra Attack (Ex)
At level 11, you gain another extra attack that you can use when making a full attack. You now have three attacks, the first made at your full bonus and the next two made at -5.
When using unarmed attacks, you get four natural attacks, each made at your full attack bonus.
Elemental Mastery
At level 14, you learn to techniques that demonstrate an incredible mastery over your element. As a standard action once per day you can perform the following.
Fire Storm (fire): You can summon a fire storm, saturating an area with a radius of 20 feet in flames. These magical flames do not harm vegetation, including plant creatures, unless you want it to. All other creatures in the area suffer 14d6 points of fire damage (a dexterity save halves this).
Seamantle (Water): If you have access to a large body of water, you can sheathe yourself in a churning column of it. This functions as per the seamantle spell.
Earthquake (Earth): You can cause the earth itself to tremble for 1 round. Your control of the ground is localized to an 80-foot radius. Those in this range can't move or attack during the round as things shake. Casters must make concentration checks or lose the spells they have cast. Caves or cliff edges collapse and any caught in the rubble take 8d6 points of damage (a dexterity save halves this).
Tornado (Air): You create a funnel cloud that lasts for 1 minute (concentration). The tornado moves at a speed of 60. Any creature run over by the tornado takes 3d6 points of bludgeoning damage (dexterity save negates) and must make a second saving throw (strength this time) or get picked up by the winds. Creatures in the funnel take 1d8 points of bludgeoning damage at the beginning of their turns. They may attempt to free themselves as a standard action, granting them an additional strength saving throw. You may also direct the tornado to expel a creature at
Elemental Supremacy
At 20th level, your elemental control is unprecedented. Once per long rest, you can use the following ability.
Fire: You can turn your body into living flame itself. This functions as per the fiery body spell.
Water: You can create a massive wave of water that moves across the land. This functions as the tsunami spell.
Air: You can surround yourself with tornado-force winds. This functions as the winds of vengeance spell.
Earth: You can summon enough power to control ridiculously large rocks. These colossal-size rocks can be slammed on targets dealing immense damage. This functions as per the clashing rocks spell.