Elemental
Forging Bonds with the Elemental Planes of Air, Earth, Fire, and Water, Elemental Summoners channel chaos as they balance the might of the Elemental Chaos. An Elemental Summoner is usually born from chaos and is born to call upon the Elementals.
| Level | Spells |
|---|---|
| 3 | Fog Cloud, Ice Knife |
| 5 | Dust Devil, Maximilian’s Earthen Bind |
| 9 | Sleet Storm, Fireball |
| 13 | Conjure Minor Elementals, Summon Elemental |
| 17 | Conjure Elemental, Maelstrom |
| Level | Spell Slot | Summon |
|---|---|---|
| 3 | 1 | Fire Snake, Minor Earth Elemental |
| 6 | 2 | Mud Hulk, Water Weird |
| 10 | 3 | Galeb Duhr, Invisible Stalker |
| 14 | 4 | Frost Salamander, Lightning Hulk |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Summons
You have bargained with many creatures that will heed your call. You can expend a corresponding spell slot to summon a creature you have bargained with to aid you. They are summoned for one minute or one hour if you have your Summoner’s Circle active. Using this feature counts the same as casting a leveled spell of the School of Conjuration. If you call forth an additional Summon, the previous one vanishes back to their home plane.
They take their turns after your turn in initiative and follow reasonable orders but will not willingly endanger themselves. If you fall unconscious they remain for one turn, taking the dodge action their turn. If they drop to zero hit points they disappear and return to their native plane. Your summon does not have Legendary Resistances or Legendary Actions if it would normally have them.
Primordial Circle
Ancient magic permeates your Summoner’s Circle, magic as old as the Primordials themselves. Once per long rest when you take Acid, Cold, Fire, Lightning, or Thunder damage you can use your reaction to gain Resistance to that type of damage for one minute.
Elemental Glide
Your bargain has given you a supernatural ability to traverse the elements. You are unaffected by Difficult Terrain and can pass through obstacles composed of earth or ice up to 10 ft thick as if it was Difficult Terrain. If you end your turn inside of an obstacle you take 1D10 Force damage and appear in the nearest unoccupied location.
Elemental Bulwark
Your Summons protect you as you make good on your bargain. While you are concentrating on a Conjuration spell or have a Summon out, you have +1 AC and +1 to all saving throws.
Elemental Explosion
Your empowered Summons carry excess power that is unleashed upon their departure. When your Summons are reduced to zero hit points, you can detonate it (No action required), forcing each creature within 60 ft to make a DEX saving throw DC equal to your spell save DC and take 4D8 Acid, Cold, Fire, Lightning, or Thunder damage or half as much on a failed saving throw.
Primordial Might
Your Summons are enhanced by your arcane preparations. Your Summons bypass damage Immunities as Resistances and Resistances as normal damage.
Greater Elemental Bulkark
Your Summons gained greater determination to serve you. While you are concentrating on a Conjuration spell or have a Summon out, you have a +2 bonus to your AC and all saving throws.