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Occultist

Elemental

Elemental Occultists draw power from the elemental powers of Air, Earth, Fire and Water. They draw out secondary attributes of the elements through rituals, Air being Movement/Communication, Earth being Healing/Nature, Fire being Cleansing/Illumination, and Water being Erosion/Detection. They are granted spells and abilities through gemstones imbued with one or more types of elemental energy. They seek out pockets of elemental energy, areas of elemental power such as volcanoes and storms, and shards of Elementals themselves. Other Occultists see them as masters of none and more explorers than spellcasters.

Medium (Even one Element can be used to link to others, not limiting the Occultist’s capabilities)

Elemental Attribute(s) Gem
AirBlue Sapphire
EarthYellow Diamond
FireRed Corundum
WaterEmerald
Air/EarthIolite
Air/FirePietersite
Air/WaterTurquoise
Earth/FireJasper
Earth/WaterHeliodor
Fire/WaterBloodstone
Air/Earth/FireOpal
Air/Earth/WaterAgate
Air/Fire/WaterChrysocolla
Earth/Fire/WaterAndalusite
Air/Earth/Fire/WaterCat’s Eye
Level Spells
3Absorb Elements, Chromatic Orb
5Earthbind, Gust of Wind
9Elemental Weapon, Protection From Energy
13Conjure Minor Elemental, Elemental Bane
17Cone of Cold, Immolation
Path Feature
Movement and CommunicationYour movement speed is increased by 10 ft and you learn the cantrip Sending.
Healing and NatureYou become proficient with Nature or Survival and can cast the spell Cure Wounds once per long rest without expending a spell slot.
Purity and IlluminationYou learn the cantrip Light and are Immune to disease.
Erosion and DetectionYou can use an action once per long rest to create an area of muddy Difficult Terrain around you in a 20 ft radius that remains for one minute. You can cast the spell Locate Animals or Plants once per long rest without expending a spell slot.
Elemental Aid Effect
WhirlwindThe Elemental unleashes a whirlwind that blows each creature away that is within 10 ft of you must make a DC 17 STR saving throw. On a failure, a target takes 3D8 + 5 Bludgeoning damage and is flung up 20 ft away from you in a random direction and is knocked Prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1D6 Bludgeoning damage for every 10 ft it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 DEX saving throw or take the same damage and be knocked Prone. If the saving throw is successful, the target takes half the Bludgeoning damage and isn't flung away or knocked Prone.
Thunderous StrikeThe Elemental launches an attack on a creature within 10 ft of you using your spell attack modifier. On a hit, the target takes 2D6 + 5 Bludgeoning and 4D10 Thunder damage, and the target must succeed on a DC 17 STR saving throw or be knocked Prone.
Fiery StrikesThe Elemental launches 2D6 + 3 rays of Fire. Each ray can target a creature within 60 ft using your spell attack modifier to hit. Each ray deals 1D8 + 2 Fire damage.
WhelmEach creature within 10 ft of you must make a DC 17 STR saving throw. On a failure, a target takes 2D8 + 4 Bludgeoning damage. If it is Large or smaller, it is also Grappled with an Escape DC 17. Until this Grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed 10 ft away from you. The Elemental can Grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the Elemental's turns, each target grappled by it takes 1D8 + 4 Bludgeoning damage. A creature within 5 ft of the Elemental can pull a creature or object out of it by taking an action to make a DC 17 STR check and succeeding. The effects of the Grapple end after 1D4 +1 turns.

Subclass Features

Lv 3

Medium Spells

Your chosen Medium grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Ceremony of the Elementals

You invoke the Elemental Chaos through the Primordial Languages of Aquan, Auran, Ignan, Terran and an elemental offering such as a breath of wind, a stone, a lit candle, or a drop of water. For the next minute you summon one Mephit (Dust, Ice, Magma, Mud, Smoke, or Steam) to do your bidding.

It acts on your turn of initiative and you can command it to take an action using your bonus action. If you become Unconscious the Mephit takes the Dodge action on each of its turns.

Primordial Mouth

The Plane of Elemental Chaos enlightens your tongue. You learn the Primordial dialects of Aquan, Auran, Igan, and Terran and also learn Primordial.

Lv 5

Path of the Elemental Chaos

Choose a path from which to channel power as it shapes your Elemental journey, focusing on a secondary attribute that unlocks power from their Medium. Choose one of the following

Lv 9

Consecrate Space

You can spend one turn dedicated to consecrating a space around you that extends for 20 ft centered on you. It remains Consecrated for one minute or until the spell Dispel Magic is cast or a similar effect is used. For the duration you are charged with Elemental energy from the consecrated space giving you temporary hit points equal to your Occultist level + your WIS modifier (Minimum 1). While you have temporary hit points and while the space is consecrated, you can use your Reaction to deal 2D6 Cold, Fire, Lightning, or Thunder damage to a target within 5 ft of you that hits you with an attack.

During the duration you gain Resistance to Acid, Cold, Fire, Lightning, or Poison damage.

You can use this feature once per long rest.

Lv 15

Conduit of the Elemental

You open yourself to become a conduit to the Elemental of your Medium (No action required). The Elemental uses your mouth and body for your next action. The Elemental may take on of the following actions as determined by the DM requiring no resources from you, though if a saving throw is required it uses your spell save DC.

The Elemental can use one of the following effects or an effect of a similar magnitude as determined by the DM.