CLASS TRAITS
Role: Striker. Elementalists who specialize in air or fire magic scour their foes with destructive energy, hurling blasts of flame or bolts of lightning. Those who specialize in earth or water magic hinder enemies, catching them in tides and quakes. Few can withstand an elementalist’s wrath for long.
Power Source: Arcane.
Key Abilities: Charisma, Constitution
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Daggers, staffs
Bonus to Defense: +2 Will.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.
Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis).
Class features: Elemental Bolt, Elemental Magic, Elemental Specialty, Escalating Elements.
Disdaining the framework of theories of magic and sympathetic principles, elementalists seize the raw stuff of creation with simple force of will, bending the elements to their whim. Elementalist sorcerers might fashion whips or darts out of fire, create shields and armor from living rock, or inundate their enemies beneath torrents of water.
Since elementalists arise from very different magic-using traditions, other users of arcane power shun them. These sorcerers practice their arts in isolated monasteries, secretive cabals, and occasionally elemental cults. Often accused of being more reckless and destructive than other kinds of sorcerers, elementalists in turn sneer at spellcasters who seek to create tools and systems for shaping magic at a safe distance. To elementalists, the only right way to wield magic is to dive in headlong and seize power with both hands. Some believe that elementalists are prone to evil or that they revel in reckless destruction, but neither assertion is necessarily true. Like more conventional arcane magic, the elementalist’s magic is a tool—and like any tool, it can be turned to evil ends or to good.
ELEMENTAL BOLT
You gain the elemental bolt power.
You hurl a spear of elemental energy at your foe.
At-Will
Arcane, Elemental, Implement, Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d12 + Charisma modifier damage.
Level 21: 2d12 + Charisma modifier damage.
Special: This power can be used as a ranged basic attack.
ELEMENTAL MAGIC
You gain the following benefits.
Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.
ELEMENTAL SPECIALTY
Choose an elemental specialty. You gain the benefits of that specialty.
Air Elementalist
You gain the following features.
Attack Power: You gain either the howling zephyr or the static charge power.
Enhanced Elemental Bolt: Your elemental bolt deals lightning damage. On a hit, its target gains vulnerable 3 to your elemental attacks until the end of your next turn.
Elemental Soul: At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Fly: At 23rd level, you can fly up to half your speed as a move action.
You command the air to swirl violently, creating a short-lived zephyr of thunderous wind that sweeps away your enemy.
At-Will
Arcane, Elemental, Implement, Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage, and you can slide the target 1 square.
Level 21: 2d8 + Charisma modifier thunder damage.
You create a shaped pulse of lightning that shocks foes standing near you, arcing to additional enemies near them.
At-Will
Arcane, Elemental, Implement, Lightning
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Charisma vs. Reflex
Hit: 1d8 lightning damage, and one enemy adjacent to the target takes lightning damage equal to your Charisma modifier.
Level 21: 2d8 lightning damage.
Earth Elementalist
You gain the following features.
Attack Power: You gain either the erupting earth or the seismic shock power.
Enhanced Elemental Bolt: Your elemental bolt deals acid damage. On a hit, its target is slowed until the end of your next turn.
Elemental Soul: At 5th level, you gain resist 10 acid. At 15th level, you gain a +2 bonus to saving throws against ongoing acid damage. At 25th level, choose either fire or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Burrow: At 23rd level, you can burrow up to half your speed as a move action. You have tremorsense 5 while burrowing.
You bring forth a mass of earth and rock from the elemental plane, battering your enemies and pinning them in place.
At-Will
Arcane, Elemental, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage.
Level 21: 2d6 + Charisma modifier damage.
Effect: The area becomes difficult terrain until the end of your next turn.
You strike the ground, creating an abrupt tremor of seismic activity. Enemies in the area are disoriented.
At-Wil
l Arcane, Elemental, Implement, Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Charisma modifier thunder damage.
Fire Elementalist
You gain the following features.
Attack Power: You gain either the blazing cloud or the ignition power.
Enhanced Elemental Bolt: Your elemental bolt deals fire damage. On a hit, its damage increases by 1d6.
Elemental Soul: At 5th level, you gain resist 10 fire. At 15th level, you gain a +2 bonus to saving throws against ongoing fire damage. At 25th level, choose either lightning or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Teleport: At 23rd level, you can teleport up to half your speed as a move action.
You surround yourself in a nimbus of roaring flames.
At-Wi
ll Arcane, Elemental, Fire, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire damage.
Level 21: 2d8 + Charisma modifier fire damage.
Effect: You gain a +2 power bonus to AC and Reflex until the start of your next turn.
You hurl a concussive blast, causing everything in the area to smoke, smolder, and then burst into flame.
At-W
ill Arcane, Elemental, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier damage.
Level 21: 2d10 + Charisma modifier damage.
Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes fire damage equal to your Constitution modifier. A creature can take this damage only once per turn.
Water Elementalist
You gain the following features.
Attack Power: You gain either the deluge or the ice prison power.
Enhanced Elemental Bolt: Your elemental bolt deals cold damage. On a hit, you can slide each creature adjacent to its target 1 square.
Elemental Soul: At 5th level, you gain resist 10 cold. At 15th level, you gain a +2 bonus to saving throws against ongoing cold damage. At 25th level, choose either acid or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Swim: At 23rd level, you gain a swim speed equal to your speed + 2. You also gain the aquatic trait; you can breathe underwater, and in aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.
You pull a mass of water from the elemental plane, hammering your enemies and sweeping them off their feet.
At-
Will Arcane, Elemental, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and you push the target 1 square.
Level 21: 2d8 + Charisma modifier damage.
You create a cloud of intense cold and swift-growing icicles that chills your foes for a time.
At
-Will Arcane, Cold, Elemental, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 + Charisma modifier cold damage.
ESCALATING ELEMENTS
You gain the elemental escalation power associated with your Elemental Specialty: air, earth, fire, or water.
At 3rd, 7th, and 13th level, you gain an additional use of the power each encounter, but you can still use the power only once per round.
The tempest’s power surges through you, wrathfully striking your enemies and lifting you aloft.
Enc
ounter Arcane, Elemental, Varies
Free Action Personal
Trigger: You use a sorcerer at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack In addition, you fly up to half your speed as a free action.
Level 17: 2d10 extra damage, and you also slide the target up to 2 squares.
Level 27: 3d10 extra damage, and the target is also blinded until the end of your next turn.
Special: You can use this power only once per round.
Earth energy infuses you with resilience. It allows you to deliver mighty blows and great hindrances to your foes.
En
counter Arcane, Elemental, Varies
Free Action Personal
Trigger: You use a sorcerer at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain temporary hit points equal to your Charisma modifier.
Level 17: 2d10 extra damage, and the target is also immobilized until the end of your next turn.
Level 27: 3d10 extra damage, and you also gain resistance to all damage equal to one-half your level until the end of your next turn.
Special: You can use this power only once per round.
As elemental energy flows through you, the rage of your internal inferno infuses it, and you move like a wildfire.
E
ncounter Arcane, Elemental, Varies
Free Action Personal
Trigger: You use a sorcerer at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you shift up to half your speed as a free action.
Level 17: 2d10 extra damage, and ongoing 10 fire damage (save ends).
Level 27: 3d10 extra damage, and the attack also deals half damage on a miss.
Special: You can use this power only once per round.
A whirlpool wells up within, deflecting harm from you and overwhelming your enemies.
Encounter Arcane, Elemental, Varies
Free Action Personal
Trigger: You use a sorcerer at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack’s range is melee or ranged, the additional target must be within 5 squares of you. If the attack’s range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain a +2 power bonus to all defenses until the end of your next turn.
Level 17: 2d10 extra damage, and the target is also dazed until the end of your next turn.
Level 27: 3d10 extra damage, and the target also falls prone.
Special: You can use this power only once per round.
Ability Scores
Your elementalist sorcerer requires a superior Charisma score, since all your attacks are based on that ability. Constitution is a very important secondary score, contributing to your ability to channel dangerous bursts of elemental energy.
Your other ability scores help to complete the portrait of your character and round out your talents. A good Dexterity or Intelligence makes sense as your third-best ability score, providing you with a solid Reflex defense. If you favor Dexterity, you might be a physically oriented elementalist who communes with the elements through rigorous physical exercises. If Intelligence is your choice, you could instead be an elemental sage, a student of the elemental planes and their denizens.
Published in Heroes of the Elemental Chaos, page(s) 85.