A robed figure, veiled by the relentless sun, crouches on the rim of a sun-bleached structure. As the worn door below opens, the figure leaps, fire manifesting from their hands and feet in concentrated jets. At the zenith, a precise plume of flame is unleashed, felling their target. Nearby, a nomadic wanderer, hardened by the unforgiving desert, senses a disturbance in the air. Dust swirls as they rise, knowing their survival depends on swift action. The harsh wind becomes their ally, propelling them into the fray.
In the brutal world of Dark Sun, survival is paramount, and elemental power is harnessed not for mastery but to endure the relentless challenges of Athas. Elementalists, individuals intimately connected with one of the four Prime Elements—Air, Earth, Fire, or Water—emerge as figures capable of wielding power over the raw elements.
As an elementalist, you gain the following class features.
Hit Dice: 1d8 per elementalist level
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Sleight of Hand, and Survival
As an elementalist, you gained your abilities through an intimate connection with one of the Prime Elements. Exactly how you formed this connection with the element varies, but your attunement with this element changed you forever, granting you special control over it and enhancing your physical prowess. Choose a Prime Element: Air, Earth, Fire, or Water, each of which is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at, 6th, 14th, and 18th level, as well as an associated spell list and an attuned damage type used by several of your class features.
You can create a blast of raw elemental energy, called an elemental strike. Your elemental strike has the following properties:
• You are proficient with your elemental strike, which is a weapon with the range 20/60 property. Additionally, when you use your elemental strike to attack a creature within 5 feet of you, you can choose to make the elemental strike as a melee weapon attack. Your Prime Element determines what ability score you use for the attack and damage rolls of your elemental strike, both when using it as a melee and ranged weapon, as shown in the Striking Ability column of the Prime Element Abilities table.
• Your elemental strike’s damage die is 1d6. This die changes as you gain elementalist levels, as shown in the Elemental Strike column of the Elementalist table. Your elemental strike deals bludgeoning damage.
• When you reduce a creature to 0 hit points with your elemental strike, you can choose to knock the creature unconscious instead of killing it.
• You don’t need to have a free hand to use your elemental strike, but if you don’t, at least one of your legs must be free. If neither of your hands is free, you make the attack roll with disadvantage.
• If a creature is within the short range of your elemental strike, you don’t suffer disadvantage on ranged elemental strikes against the creature due to it being prone.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you would later get to choose again.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Power Striking When you hit a creature with your elemental strike as a melee attack or within its short range, and at least one of your hands is free, you gain a +2 bonus to the damage roll of that elemental strike.
Strike Weaving When you make a ranged elemental strike, you do not suffer disadvantage due to being within 5 feet of a hostile creature. Additionally, when you make an elemental strike against a creature within its short range, the attack ignores half and three-quarters cover.
When you reach 2nd level, you become suffused enough with elemental power that you can use it to cast spells. See chapter 10 in the Player’s Handbook for the general rules of spellcasting, and the section for the elementalist spell lists.
Preparing and Casting Spells
The Elementalist table shows how many spell slots you have to cast your spells. To cast one of your elementalist spells of 1st level or higher, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare a list of elementalist spells that are available for you to cast, choosing from the spell list granted by your Prime Element. When you do, choose a number of spells equal to your elementalist spellcasting ability modifier + half your elementalist level, rounded down (a 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 elementalist, you have four 1st-level and two 2nd-level spell slots. With a spellcasting ability 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 chromatic orb, you can cast it using a 1st-level or 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 elementalist spells requires time spent meditating: at least 1 minute per spell level for each spell on your list.
Spellcasting Focus
You can use an elemental focus that symbolizes your Prime Element as a spellcasting focus for your elementalist spells.
Starting at 2nd level, when you hit a creature with your elemental strike as a melee attack or within its short range, you can expend one elementalist spell slot to deal damage of your attuned damage type, in addition to the elemental strike’s damage. The extra damage is 1d8 per level of the expended spell slot, to a maximum of 5d8.
At 3rd level, you adopt a particular style of controlling your elemental energies, affecting the progression of your talents moving forward. You gain one of the following features of your choice. Your choice determines the features you gain at 10th, 15th, and 20th level.
Avatar
Whenever you finish a short or long rest, you can change your attuned damage type to a different type from among those listed in the Attuned Damage Type column of the Prime Element Ability table. If you do, it remains your attuned damage type until you finish a short or long rest. Additionally, choose a 1st-level spell from any elementalist spell list. You always have that spell prepared, and it doesn’t count against the number of elementalist spells you can prepare each day. You choose additional spells this way when you reach certain levels in this class: a 2nd-level spell at 6th level, a 3rd-level spell at 10th level, a 4th-level spell at 14th level, and a 5th-level spell at 18th level. You always have each spell you choose this way prepared, and it doesn’t count against the number of elementalist spells you can prepare each day. Contractor
You gain proficiency in the Stealth skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Investigation, or Sleight of Hand. Additionally, your elemental strike is now a weapon with the range 30/120 property.
Spirit Bridge
You can understand the spoken words of elemental and undead creatures, and those creatures can understand your spoken words, even if you don’t share a language with them. You are considered proficient in all Charisma ability checks you make to interact with elemental and undead creatures. Additionally, your connection with elemental spirits allows you to ask them for counsel. You can spend 10 minutes meditating to commune with the spirits about the results of a specific course of action that you plan to take within the next 30 minutes. The spirits then indicate good results, bad results, both good and bad results, or no particularly good or bad results, but nothing more specific. The spirits’ indication doesn’t take into account any possible circumstances that might change the outcome, such as the casting of spells or the loss or gain of a companion. Once you commune with the spirits this way, you must finish a short or long rest before you can do so again.
Warrior
You gain proficiency with martial weapons. When you use the Attack action to make an elemental strike, you can use your bonus action this turn to make a melee weapon attack with a one-handed melee weapon you’re holding. If you do, you don’t add your ability modifier to the damage of the bonus action attack.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, when you hit a creature with your elemental strike, you can choose for it to deal damage of your attuned damage type, instead of bludgeoning.
By 7th level, you’ve learned to focus the energies of your Elemental Blast. Once during each of your turns when you use your Elemental Blast, you can force the target to make a Strength saving throw against your spell save DC. On a failed save, the target is pushed up to 10 feet in a straight line away from you and is knocked prone.
At 10th level, you reach a new level of practice in your Control Style, granting you an additional feature.
Avatar
When an effect deals you damage of your attuned damage type, you can use your reaction to halve the effect’s damage against you.
Contractor
If you’re hidden from a creature when you miss it with a ranged elemental strike, the attack doesn’t reveal your position.
Spirit Bridge
Your connection with elemental spirits allows you to step briefly into the Ethereal Plane. As a bonus action, you can cast the etherealness spell without expending a spell slot. When you do, the spell ends at the end of the current turn. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
Warrior
When you hit a creature with a melee weapon attack, you can use your Elemental Blast as though you had hit the creature with an elemental strike, expending an elementalist spell slot as normal. Additionally, you can choose a second option from the Fighting Style class feature, or from the following options.
Elemental Protection When a creature you can see attacks a target other than you that is within 20 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must have at least one arm or leg free.
Strike Dancing When you engage in two weapon fighting, or use your Control Style’s bonus action, you can add your ability modifier to the damage of the bonus action attack.
By 11th level, you are so suffused with elemental energy that the excess power carries into your elemental strikes. Whenever you hit a creature with your elemental strike as a melee attack or within its short range, the creature takes an extra 1d8 damage of your attuned damage type.
At 15th level, you attain a greater level of practice in your Control Style, granting you an additional feature.
Avatar
After an effect deals you damage of your attuned damage type, you can use your reaction to gain immunity to that type of damage for 1 minute. Once you use your reaction this way, you must finish a long rest before you can do so again.
Contractor
If you’re hidden from a creature, or a creature is surprised, your elemental strikes against it score a critical hit on a roll of 19 or 20. Additionally, your elemental strike is now a weapon with the range 80/320 property.
Spirit Bridge
You can cast the planar ally spell by expending an elementalist spell slot of 4th level or higher. Once you cast a spell this way, you can’t cast the spell again until you finish a short or long rest.
Warrior
You always have the elemental weapon spell prepared. It counts as an elementalist spell for you and doesn’t count against the number of elementalist spells you can prepare each day. When you cast it, the only damage type you can choose is your attuned damage type, and you can target your elemental strike with it.
At 20th level, you achieve mastery of your Control Style, granting you an additional feature.
Avatar
You have become so familiar with all forms of elemental energy and spellcasting that you can cut off a creature’s connection to it. As an action, you touch a creature, and cause it to make a Wisdom saving throw against your spell save DC with disadvantage. On a failed save, the target becomes unable to cast spells, or spend spell slots, ki points, sorcery points, or other such magical resources. At the end of every 30 days, the creature can repeat the saving throw, ending the effects on a successful save. This effect can also be ended by the greater restoration, heal, and wish spells. Once you use this feature, you must finish a long rest before you can do so again.
Contractor
If you’re hidden from a creature, or a creature is surprised, your elemental strikes against it score a critical hit on a roll of 18-20. Additionally, when you score a critical hit against a creature, the attack deals maximum damage, instead of rolling.
Spirit Bridge
You can cast gate once by expending a 5th-level elementalist spell slot, regaining the ability to do so when you finish a long rest.
Warrior
You can attack three times, instead of twice, when you take the Attack action on your turn.
Elementalists create their connections with an elemental power in hugely varied ways. However, they all attune to one of three Prime Elements: Air, Earth, or Fire. Though each elementalist practices a style of controlling his or her elemental abilities, the elementalist’s power is drawn through this connection, often leading to a feeling of safety when near a source of the element, or causing anxiety and a growing sense of dread when away from such a source. To combat these feelings, most elementalists carry an elemental focus, a vessel of some sort that contains some of their elemental source, such as an empty locket with fresh air sealed inside, a small sack full of pebbles, or a flask full of easily ignited oil with a flint. Elementalists can use these totems to focus the raw elemental energies they manipulate.
Air
The Prime Element Air comes from a realm of unending sky, where air currents and clouds are in constant motion, where the air is clear and unsullied. The Plane of Elemental Air is one of tranquility and freedom, where one can fall or fly forever in peace with a cool wind at one’s back. To best strengthen your connection with this plane, you must embrace its zen qualities, and allow patience to rule over emotion.
Air Attunement
Starting at 1st level, you have a connection with Elemental Air, allowing you to control storms and wind, and granting you the following properties:
• You choose your spells from the Air Elementalist spell list.
• You know the gust cantrip. Wisdom is your spellcasting ability for it and your other elementalist spells, since Elemental Air is controlled best by an individual who has achieved spiritual tranquility. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elementalist 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
Unarmored Defense
Also beginning at 1st level, while you are wearing no armor and aren’t wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier
Thermal Gliding
Starting at 6th level, you can create thermal winds beneath yourself that allow you to glide short distances. When you take the Dash action, you can use the extra movement as though it were a flying speed. If you end your turn in the air, you fall if nothing else is holding you aloft. Additionally, your base movement speed increases by 5 feet.
Air Specialty
At 14th level, you build a more intimate connection with Elemental Air, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice determines the feature you gain at 18th level.
Gale
You embrace the purity and freedom of Elemental Air, gaining the following benefits:
• Your base movement speed increases by 10 feet.
• You are always under the effects of the feather fall spell.
• When a creature within the short range of your elemental strike that you can see makes a ranged weapon attack, you can use your reaction to impose disadvantage on the attack roll.
• Once during each of your turns when a creature fails a saving throw against an elementalist spell you cast, you can choose to push the creature up to 10 feet in any horizontal direction, in addition to the spell’s normal effects.
Hollow
You free yourself of physical attachments, becoming the wind, and entering the void. You gain the following benefits:
• You have a flying speed equal to your current walking speed.
• You no longer fall if you end your turn in the air, gaining the ability to hover. If you become unconscious, you remain hovering in your current space, though you can still be moved by creatures and spells if they can reach you.
• You no longer need to eat, drink, or breathe, though you are still able to do so.
• When you take the Dash action, you can make an elemental strike as a bonus action. Sonic
You gain the ability to manipulate how the particles in the air allow sound to travel, granting you the following benefits:
• You have advantage on Wisdom (Perception) checks you make using your hearing.
• You learn the message cantrip. It counts as an elementalist spell for you, and you can cast it as a bonus action during each of your turns.
• You always have the confusion spell prepared. It counts as an elementalist spell for you, and doesn’t count against the number of elementalist spells you can prepare each day.
• As an action on your turn, you can create a zone of absolute silence in a miniscule aura around yourself for 1 minute. While surrounded by this aura, you don’t need to perform the verbal components of your elementalist spells, and your movements, attacks, and spells make no sound and create no vibrations, save for those you choose to allow, but otherwise function normally. This makes you functionally undetectable to creatures with blindsight and tremorsense; unless such a creature can see normally, its attack rolls against you are made with disadvantage, and your attack rolls against it are made with advantage. Once you create a zone of silence this way, you must finish a long rest before you can do so again.
Air Prowess
At 18th level, your bond with Elemental Air grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Air Specialty.
Gale
You can cast investiture of wind once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Hollow
You can cast investiture of emptiness once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Sonic
You can cast investiture of sound once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Earth
The Prime Element Earth comes from a realm of great expanses of stone, dust, and sand, where all is ever still, and objects at rest tend to stay there. The Plane of Earth is one of stubbornness and an unwillingness to change. To best strengthen your connection with this plane, you must be even more stubborn than it is, imposing your will on this inflexible element.
Earth Attunement
Starting at 1st level, you have a connection with Elemental Earth, allowing you to control stone and rock, and granting you the following properties:
• You choose your spells from the Earth Elementalist spell list.
• You know the mold earth cantrip. Charisma is your spellcasting ability for it and your other elementalist spells, since Elemental Earth is controlled best by an individual with a force of will and stubbornness greater than that of stone. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an elementalist spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Earthen Armor
Also beginning at 1st level, while you’re wearing light, medium, or no armor, you can use your Charisma modifier, instead of your Dexterity modifier, to determine your Armor Class. Your Charisma modifier is otherwise treated as though it were your Dexterity modifier for the purpose of determining your AC this way.
Part of the Earth
At 6th level, you gain a burrowing speed of 10 feet. When you use it, unless you use your action to close the earth behind you, you leave a tunnel through which others can follow.
Earth Specialty
At 14th level, you build a more intimate connection with Elemental Earth, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice determines the feature you gain at 18th level.
Lava
You gain the ability to control lava in the same ways you can control earth, granting you the following benefits:
• When you take the Attack action, you can replace one of your attacks with a lava strike, which is a ranged spell attack with a range of 20 feet. On a hit, the target takes 1d10 bludgeoning damage and 2d10 fire damage. Whether the attack hits or misses, a 5-foot wide line on the ground between you and the target becomes lava. Once you make a lava attack, you must finish a short or long rest before you can do so again.
• When you cast an elementalist spell of 1st-level or higher that deals bludgeoning, piercing, or slashing damage, you can spend a spell slot of two levels higher than the level at which the spell is being cast to cause it to deal fire damage instead. For example, to cast a 3rd-level erupting earth in this way, you spend a 5th-level spell slot. If you do, the ground in the affected area, or in the target’s space if the spell targets only a single creature, becomes lava. If a spell’s duration is longer than Instantaneous, only the spaces in the spell’s area this turn are affected.
• Lava created by this feature counts as difficult terrain, and a creature that moves within 5 feet of it for the first time during its turn, or ends its turn there (including you), must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 1d10 fire damage, or half as much on a successful save. If a creature (including you) wades through the lava, it takes fire damage equal to 1d10 + your Charisma modifier for every 5 feet it moves inside the lava. The lava cools and returns to rock 1 hour after it is created by this feature. Additionally, if lava is on an incline, it may begin to spread down the incline at the DM’s discretion.
• You can spend 1 minute concentrating (as though concentrating on a spell) to turn all lava within the short range of your elemental strike into traversable earth. If a creature is inside the lava when you do, it floats to the top of the lava before the lava hardens. After 10 minutes, if there is still lava adjacent to the affected area, the area returns to lava.
Metal
You gain the ability to control metal in the same ways you can control earth, granting you the following benefits:
• Elementalist spells that you cast to manipulate stone and rock can now be used to manipulate metal in the same ways. For example, you can use the stone shape spell to touch a metal object that is Medium or smaller and form it into any shape that suits your purpose.
• If a metal object no greater than 5 feet in any dimension is within the short range of your elemental strike, you can use your interact with an object action to cause it to fly into one of your free hands, or to the ground in your space if neither of your hands is free. The object can’t be worn or held by a creature for you to be able to target it this way.
• If a metal object no greater than 5 feet in any dimension is being held by a creature within the short range of your elemental strike, you can use your action to attempt to wrest the object from the creature’s hands. The creature must succeed on a Strength saving throw against your spell save DC or the object is torn from its hands, flying into one of your free hands, or to the ground in your space if neither of your hands is free.
• Your reach with metal melee weapons you’re holding increases to the short range of your elemental strike.
Mountain
You embrace the purity and strength of Elemental Earth, gaining the following benefits:
• You have a +1 bonus to your AC.
• Your hit point maximum increases by 14, and it increases by 1 again whenever you gain a subsequent level in this class.
• You can’t be knocked prone unless you choose to allow it.
• You can use your bonus action to expend an elementalist spell slot. You gain a number of temporary hit points equal to 1d8 per level of the expended spell slot.
Earth Prowess
At 18th level, your bond with Elemental Earth grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Earth Specialty.
Lava
You can cast investiture of magma once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Metal
You can cast investiture of steel once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Mountain
You can cast investiture of stone once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Fire
The Prime Element Fire comes from a realm of inexhaustible flame, where heat buffets all, and the conflagration devours everything it touches. The Plane of Elemental Fire is one of tumult, passion, and ambition. To best strengthen your connection with this plane, you must embrace your own passions, ambitions, and emotions, giving your all to every action and goal.
Fire Attunement
Starting at 1st level, you have a connection with Elemental Fire, allowing you to control flames and heat, and granting you the following properties:
• You choose your spells from the Fire Elementalist spell list.
• You know the control flames cantrip. Charisma is your spellcasting ability for it and your other elementalist spells, since Elemental Fire is controlled best by an individual who experiences powerful emotions and determination. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an elementalist spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Fiery Rebuke
Also beginning at 1st level, when a creature within 5 feet of you hits you with a melee attack, you can use your reaction to retaliate with a swift blast of heat. Roll your elemental strike die. The attacker takes damage equal to the number rolled + your elementalist level. You can use your reaction this way a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Fire Jets
Starting at 6th level, you can expel jets of fire from your hands and feet, allowing you to jump greater distances using fiery explosions. As a bonus action on your turn, you can double your jump distance until the end of the turn. If you do, you don’t take falling damage from heights lower than 100 feet this turn, using the jets to safely slow your descent. When you jump this way, you create a burst of fire that is audible to a range of 100 feet, and creates bright light to a radius of 10 feet around you, and dim light for an additional 10 feet, for the duration of your jump. When you use your bonus action this way, you can also use your action this turn to wreathe your launch and landing points in flames. If you do, each creature within 5 feet of you at the start of your jump, and within 5 feet of your landing point, must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 3d8 fire damage, or half as much on a successful save. A creature can take damage this way only once each turn. You can wreathe your launch and landing points in flames this way a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you reach 18th level, your jump distance instead quadruples when you use this feature, and the fire damage increases to 5d8.
Fire Specialty
At 14th level, you build a more intimate connection with Elemental Fire, evolving the effects of its elemental energies on you. You gain one of the following features of your choice. Your choice determines the feature you gain at 18th level.
Combustion
You gain the ability to trigger combustion with your mind, granting you the following benefits:
• If one of your elementalist spells deals fire damage, you don’t need to perform the somatic components of the spell, as long as you can see the targets.
• As long as you can see a creature within the short range of your elemental strike, your elemental strikes against the target ignore all sources of disadvantage. You can make elemental strikes this way even if you are otherwise unable to move, though not if you are incapacitated.
• If you make an elemental strike, use an elementalist feature, or cast a spell that deals fire damage, you can choose to have it deal thunder damage instead. If you do, it emits a thunderous boom audible out to 300 feet.
Inferno
You embrace the purity and destructive power of Elemental Fire, gaining the following benefits:
• You gain resistance to fire damage. If you already had resistance to fire damage from a class feature or racial trait, you instead gain immunity to fire damage.
• When you deal fire damage to an object or structure, the fire damage is doubled.
• Once during each of your turns when you deal fire damage to a creature using your Elemental Blast, Fiery Rebuke, Fire Jets, or with an elementalist spell of 1st-level or higher, you can choose to have that creature make a Constitution saving throw against your spell save DC. On a failed save, the creature briefly ignites, taking 1d10 fire damage at the start of its next turn.
Lightning
You learn to compress your fire into lightning, granting you the following benefits:
• When you make an elemental strike, you can spend an elementalist spell slot to double its short and long ranges for the attack. If you do, you have advantage on the attack roll if the target of the attack is wearing metal armor or holding a metal object in at least one hand. If the attack hits, it deals an additional 1d4 lightning damage per level of the spell slot expended.
• When you cast an elementalist spell of 1st-level or higher that deals fire damage, you can spend a spell slot of one level higher than the level at which the spell is being cast to cause it to deal lightning damage instead. For example, to cast a 2nd-level scorching ray in this way, you spend a 3rd-level spell slot. If you do, the spell’s range is doubled this turn.
• If you would take lightning damage, you can use your reaction to make a Dexterity saving throw with DC equal to half the damage you would take. If you succeed on the saving throw, you instead take no lightning damage, and you can redirect the lightning at a creature you can see within the short range of your elemental strike. The creature must succeed on a Dexterity saving throw against your spell save DC or take lightning damage equal to the damage you prevented this way. Once you use your reaction this way, you must finish a short or long rest before you can do so again.
Fire Prowess
At 18th level, your bond with Elemental Fire grows so deep that you attain perfection in your manipulation of its elemental energies. You gain an additional feature based on your Fire Specialty.
Combustion
You can cast investiture of ignition once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Inferno
You can cast investiture of flame once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Lightning
You can cast investiture of voltage once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do, it counts as an elementalist spell for you.
Elementalist Multiclassing
Elementalist follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook.