Saturday, July 28, 2018

Elemantist Class

This is my take on a sorcerer class, I'm working with some fundamental assumptions in place but I by no means think the numbers represented here are fixed. One of the primary mechanics of the 5th Edition Sorcerer is their ability to use sorcery points to be more flexible casters.  In this class I want to embrace the idea behind 5th Editions Sorcery Points while shedding the vancian spell slots system entirely.



The Elements
There are 4 primary elements, Earth, Fire, Air, and Water but elementalists have specialized in any countless sub-elements, from Ice or Lightning Elementalists to Light, Sand, and Metal Elementalists, rumor has it there was once an Elementalist who specialized in wielding a liquid metal similar to Galium.

Elementalists are unlike other classes in that they choose their path at first level instead of third. Each path has it's own minor drawback. Elementalists gain +3 to their saves vs any spell that involves their element. (Pyromancers get +3 to their dex save vs fireball, the Air Bender gains +3 to his save against lightning bolt spell because lightning is a subdomain of Air)




Pools of power 

Elementalists draw on a wellspring of elemental power within themselves in order to manifest different effects. This wellspring of power is represented by a pool of Affinity Points as laid out below. When creating a spell effect the Elementalist describes what they are doing and the GM will determine how many Affinity points the effect would cost. An Elementalist can also cast any spell from the traditional sorcerer spell list that contains their element for a number of points equal to the level of the spell.

1 point damage moves are usually maxed at 2d6 on a single target or  1d8 in an AoE, in practice I would want to let players describe their actions and about how much damage/AOE they are aiming for before the DM determines the cost/viability of such a manifestation. Keeping in mind that the math of how the DM chooses to ration points directly relates to how powerful the class is.

The Elementalist Class

Level 1 - 2 Affinity Points - Choose Primary Element 
Level 2 - 3 Affinity Points
Level 3 - 8 Affinity Points - Signature Move
Level 4 - 10 Affinity Points -  Ability Score Improvement
Level 5 - 16 Affinity Points
Level 6 - 19 Affinity Points - Elemental Bonus
Level 7 - 23 Affinity Points
Level 8 - 27 Affinity Points - Ability Score Improvement
Level 9 - 36 Affinity Points
Level 10 - 41 Affinity Points - 2nd Signature Move
Level 11 - 47 Affinity Points 
Level 12 - 47 Affinity Points 
Level 13 - 54 Affinity Points 
Level 14 - 54 Affinity Points 
Level 15 62 Affinity Points 
Level 16 62 Affinity Points 
Level 17 71 Affinity Points 
Level 18 77 Affinity Points 
Level 19 - 84 Affinity Points 
Level 20 - 90 Affinity Points 




Element List- 

- Earth: +3 Saves vs  Acid and Poison, Constitution Casting Stat, Cannot Cast if not on the ground or in a stone building that is touching ground. 

- Water: +3 Saves vs Ice and Forced Movement effects, Wisdom Casting Stat, Cannot cast while dehydrated

 - Fire: +3 Saves vs Fire Effects, Charisma Casting Stat, Cannot cast while soaking wet or in water.

- Air: +3 Save vs Lightning effects, Dexterity Casting Stat, Cannot cast without access to the sky (defined by whether or not a crow could fly from their mouth to the sky unimpeded)


Signature Move - 
At 3rd, 5th and 10th level you have developed habits in your interaction with your chosen element. Choose a particular manifestation you have been favoring and reduce its AP cost by 1, this is the only way Elementalists can manifest cantrips, however a pyromancer elementalist could also make a 3 point fireball type spell his signature move and reduce its AP cost to 2, making it much more spammable.
Design Note - This is also a way to reward players for creating a distinct style in combat, allowing for smoother combat interactions and to solidify a players arsenal, however, the sheer amount of points at higher levels should assure that players will continue to find ways to creatively use their points without feeling pinched. 



Elemental Bonus
Earth:
Earthen Defenses- Your default AC Becomes - 10 + Con + Dex. In addition you may spend an action during combat to pull earth and dirt towards you, increasing your armor class by +1, this can stack to a maximum of +3

Water: Water Healing - You can spend a minute and a point of AP to grant someone (1d4 + Wis) temporary HP. This consumes a full rations worth of water and works best in lakes, rivers, ponds, wells, oceans, etc. (3d4+Wis/AP over the course of a minute in such places)

Air: Airmasters Acrobatics - You gain resistance to all falling damage. In addition you can spend a single AP to gain 10 feet of movement and not invoke attacks of opportunity until end of turn.

Fire: Cloak of the Pheonix - You can ignite most flammable objects with a touch, requiring 0 AP. In addition you may spend 3AP to enter a stance with a duration of 10 minutes. This stance wreathes the user in flames, requiring concentration and granting the following benefits -
  • The Elementalist sheds bright light out to 15 feet and dim light an additional 15 feet.  
  •  Any creature which hits the Elementalist with a melee attack takes damage equal to double the Elementalists charisma modifier.  
  •  Whenever the Elementalist spends AP to deal fire damage they may add their charisma modifier to the damage rolled





Sample Shenanigans --- 

Earth - 

The Door Maker - After taking a few deep breaths the Earth Elementalist shoves a section of stone wall aside, if nothing is behind the wall then a hole is blown through it wide enough for a medium sized creature to pass comfortably. - 4AP

Anklecrusher - Send a small tremor through the earth between you and an opponent, causing the earth to swallow and then crush their ankle. Dex save vs 2d8 bludgeoning and movement speed reduced to zero. Can either spend a full round action digging their ankle out or can yank it out, dealing an additional d8 of damage - 2AP (Single Target CC + 3d8 Damage)

Boulder Hurl - Sling a small boulder at a nearby enemy (floor tiles, large earthen clods, bricks and masonry) spell attack vs AC for 2d8 bludgeoning damage - 1AP

Hail of Stones - Sharp stones rain down in a 5 foot radius circle dealing 1d6 piercing damage Dex save for half - AP 1

Water - 

Phase Change - A water elementalist can change the phase of the water they are manipulating at will (free action, can occur on enemy turns etc.) - 1AP

Water Jet - A stream of water bludgeons and knocks enemies prone or backward (caster choice) 1AP/Round to pin enemies to the ground, hamper movement and generally create a bad time, an additional 1AP / round deals 2d6 bludgeoning per round. Concentration, combos nicely with phase change.

Water Cloak - Wielders use their water as a form of armor with tentacle-like arms. The Elementalist can use these arms to grab objects or enemies, blast enemies with water, etc. Depending on how much water they have very experienced water masters might have up to 8 water arms. (Bashing an enemy with an arm deals 1d8 damage. Creating the cloak with one are is 2AP a minute and an additional 2AP per extra attack up to 8 attacks / round, at 8AP/Minute. Concentration duh.)

Water Shield - Reaction vs Attack against caster or an adjacent ally, granting disadvantage on the attack. 2AP

Note - I avoided talking about ice manipulations because I feel like those are easier to think of than liquid water manipulations but this doesn't mean you shouldn't or can't use ice.