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Scott Rufsvold (Order #18460876)

Table of Contents
Contact Info:
Table of Contets.......................................2 Creator: James John
Email: plaewud@gmail.com
Classes....................................................3
Instagram: @DMJJ14
Kalt Soul.....................................3-4 Twitter: @DMJJ14
Pyre Soul....................................5-6
Stone Skin..................................7-8
NPC’s......................................................9
Air Elementals..............................10
Earth Elementals..........................11
Fire Elementals............................12
Water Elementals.........................13
Magic items...........................................14
Living Flame Tongue
Ring of Elemental Storing
Trident of Water Elemental
Elemental Armor
Spells................................................15-16
Acid Blobs
Call Snow Storm
Crystal Fog
Firgrin’s Earthen Grasp
Glass Knife
Ice Missle

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Elemental Sorcerers Sorcerours Origins
Within the world there is a wide range
of magical abilities and people with magi- Kalt Soul
cal powers. In this text are a few innately Deep within the realm of water there
magical classes that have gain their abil- is an elemental power that is wild and un-
ity through traveling to elemental planes tamed. A person who has traveled to this
or descended from a creature from those realm has been forever changed by the
planes. Just as the Storm Sorcerer may cold that grips creatures far at the bottom
have been born from thunder or storm, of the oceans.
each of these sorcerers has been born
from their own respective element. A frost sorcerer is the descendent of a
person or creature that has lived in the
Kalt Soul realm of water for an extended period of
Possibly born during the coldest of time. Innately there is a portion of your
winter nights where all living creatures soul that is slowly being turned to ice,
dare not cry out, you were born and your visible by a sorcerer feature: white irises,
newborn cries echoed off the snowy hill frostbite scar, blueing skin or hair, or skin
tops letting all know your presence in the is always cold to the touch.
world.
Pyre Soul Frigid Tongue
During your childhood, or birth, a
At 1st level, can speak, read, and write
great conflagration whirled through
in primordial. Knowing this language
your hometown decimating everything it
allows you to understand and be under-
touched. Of all the people who survived,
stood by those who speak its dialects:
you were the only one touched by the fire
Aquan, Auran, Ignan, and Terran, ad-
and not burned. The Fire that destroyed
ditionally Shape Water cantrip does not
your town awakened something in you
count against the cantrips you may know.
that you had never seen before.
Stone Skin Empowered defense
You have always had an affinity for
nature and the natural world. Frequently Starting at first level, as a reaction
people have noticed everywhere you go, you can create a shield of ice against one
stones move to your whim and seem to attack you can see coming. This shield of
listen to your command. As a child your ice increases your ac by your spellcasting
imaginary friends were frequently embod- modifier for that attack then evaporates
ied in clay dolls or visages that you could back into the air.
puppet and make dance.

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Elemental Empowerment Ice Soul
Starting at 6th level, you have become At 18th level, you gain immunity to
resistant to acid and cold damage. Addi- Cold and Acid damage.
tionally when you cast a spell of 1st level You also gain a magical glide speed of 60
or higher that deals cold or acid damage, feet that you can use to climb up surfac-
you can reduce a creatures movement es, additionally you are sure footed on icy
speed by an additional 10 ft. until the surfaces. As an action, you can reduce
start of your next turn, if your action re- your glide speed to 30 feet for 1 hour and
duces a creatures movement down to 0 ft. choose a number of creatures within 30
then they are frozen in place and requires feet of you equal to 3 + your Charisma
a Strength saving throw equal to your modifier. The chosen creatures gain a
spellcasting DC to break free. magical glide speed of 30 feet for 1 hour.
Once you reduce your glide speed in this
Gelid control way, you can’t do so again until you finish
At 6th level, you gain the ability to a short or long rest.
subtly control the weather around you.
If it is raining or snowing, you can use an
action to cause the rain or snow to stop
falling in a 20-foot-radius sphere centered
on you. You can end this effect as a bo-
nus action.
If there is running water, you can use
a bonus action each round to choose
the direction that the water runs in a
100-foot-radius sphere centered on you.
The water runs in that direction until
the end of your next turn. This feature
doesn’t alter the speed of the water.

Cold Revenge
Starting at 14th level, when you are
hit by a melee attack, you can use your
reaction to deal Cold damage to the at-
tacker. The damage equals your sorcer-
er level. The attacker must also make a
Strength saving throw against your sor-
cerer spell save DC. On a failed save, the
attacker is knocked prone.

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Pyre Soul
Long ago, a traveler came from the Burning Soul
elemental plane of fire. Within them they Starting at 1st level, when you cast
carried the initial spark that you carry a fire spell, you may add your spellcast-
within you today. This Spark, is a small ing modifier to the damage of that spell.
ember meant to be cultivated and fed additionally, you can use a bonus action
until it is a great conflagration which will on your turn to cause a burst of flame to
consume all those in your path. surround you, immediately before or after
you cast a 1st level or higher spell. Doing
Either as a curse, or a blessing you so deals fire damage equal to your spell-
have been touched by the plane of fire casting modifier to each creature within
and its energies flow out of you. You bear 10ft of you.
the mark of this plane as you have a burn
on your body that will never be healed or Tempered Skin
vanish, this may be on the hands, face, or
At 6th level, you gain resistance to fire
other body parts but these flames marks
and cold damage. In addition, whenever
represent the power within you and will
you cast a spell of 1st level or higher that
grow as you grow in power as well.
deals fire damage, flames erupt from you.
This eruption causes creatures of your
Your innate magic comes from a con-
choice within 10 feet of you to take fire
nection in your bloodline to the realm of
damage equal to half your sorcerer level.
elemental fire that was mingled with your
blood or that of your ancestors. The few
sorcerer’s that can trace their ancestry
Legs of the Efreeti
back have found that one of their ances- At 6th level, you gain the ability to use
tors had traveled to the realm of Fire and your action to control flames around you.
returned touched by the ever burning As an action you can surround yourself
flames. in flames and fly 50 ft in any direction,
without provoking attacks of opportuni-
Fire Tongue ty. you must use your action next turn to
At 1st level, can speak, read, and continue this effect or end your turn on a
write in primordial. Knowing this lan- surface.
guage allows you to understand and be If you are grappled, the grappling
understood by those who speak its dia- creature must make a constitution saving
lects: Aquan, Auran, Ignan, and Terran, throw, on a failed save the grapple ends
additionally Control Fire does not count and the creature takes 2d6 fire damage,
against the cantrips you know. on a successful save the grapple con-
tinues and the creature takes half the
amount of damage.

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Salamander’s Fury Elementals
At 14th level, as a Bonus action your
body is covered in flames for 10 minutes CR Elemental points
and emits bright light for 30 feet, and dim 1/2 Magma Mephit 2 per point
light for another 30 ft. Any creature that
1/2 Magmin 2 per point
touches or hits you with a melee attack
within 5ft. of you takes 7 (2d6) fire dam- 2 Azer 2 points
age.
Additionally any metal weapon that 3 Hellhound 3 points
you are wielding deals an extra 1d6 fire 5 Salamander 5 points
damage on a hit. this includes if you
make an unarmed strike against a foe. 5 Fire Elemental 5 points

7 Elder Elemental 7 points


Pyromancer 11 Efree� 11 points
At 18th level, you gain immunity to
fire and cold damage.
You have become a portal to the realm of
fire, everytime you touch or create flames
you can bring life to those flames. As an
action you can can spend a number of
sorcery points, equal to the elemental’s
CR, to summon fire elementals. These fire
elementals initiative are on your turn and
you can telepathically communicate with
them as a bonus action.

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Stone Skin Sorcerer
Long ago when the elements where the
Rock Tongue
At 1st level, can speak, read, and write in
only inhabitants of the realm, Mountains primordial. Knowing this language allows
that stood strong and proud crafted em- you to understand and be understood by
issaries with their likeness to travel the those who speak its dialects: Aquan, Au-
world and return with new knowledge, ran, Ignan, and Terran, additionally Mold
eventually when the humanoid creatures Earth cantrip does not count against the
of the realm where created, some a few of cantrips you may know.
the mountains emissaries fell in love with
these creatures and created strong blood-
lines that had the power of a mountain.
Earth Armor
Starting at first level, as a bonus ac-
Some, showing the power of this blood- tion you magically cover your body in an
line were large humanoids with superior earthen armor, for 1 minute, that increas-
strength and innate magical ability, but es your AC by your spellcasting modifier
over the millenia blood lines have weak- and reduces your speed by half. Addition-
ened and only a few still summon these ally while covered in your earthen armor
inherent magical abilities. you gain the ability Tremor Sense for a
range of 60 ft. You cannot use this feature
These sorcerers have an affinity for the while wearing armor, or with spells that
natural world and prefer the company of produce magical armor. You can use this
Mountains and the little creatures that feature a number of times equal to your
live on them. There is a myth that long spellcasting modifier.
ago there was a great king who captured
A Sorcerer of Stone to figure out if their
heart was truly made from living rock,
Earth Glide
At 6th-level, your ability wearing your
and as they cut into the body of their cap- Earth Armor have increased, while wear-
tured sorcerer, the sorcerers whole body ing your Earth Armor you gain an addi-
turned to stone instead. tional Earth Glide of 20 ft. While Gliding
you can burrow through non non magical,
unworked earth and stone. While doing so
you do not disturb the material you move
through. Using this Earth Glide feature
allows you to glide up walls and cling to
ceilings, as long as it is still non magical
and unworked earth.

Improved Earth Armor


At 6th-level, while wearing your Earth
Armor, you are resistant to bludgeoning,
piercing and bludgeoning from non magi-
cal attacks. Additionally your unarmored
attacks become 1d6+str+Cha and can be
bludgeoning piercing or slashing as you
turn your fists into bludgeons, blades or
spikes, these attacks count as magical/
siege weapons to overcome any resistanc-
es.
At 12th-level the damage increases to
2d6+str+cha.

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Animate Boulders
Living Stone movement
At 14th-level, you can spend up to half
your level in sorcery points to create earth You can use this feature to spider climb up
elementals equal to the number of sorcery castle walls or through them, but you leave
points you spent. no trace of your movement. Or use it to break
through the castle walls, so that all of your
friends can join the party.
Living Stone
At 18th level, your Earth Armor in-
creases your size increase by one (small
to medium, and medium to large), and
can use your Earth Glide over worked
earth or stone surfaces. Additionally your
strength modifier, while in this form, is
equal to your spellcasting modifier, and
the damage you deal from unarmed melee
attacks increases to 2d8 + 2 x Cha.

Elementals
CR Elemental Points
1/4 Mud Mephit 4 per 1 point

1/2 Dust Mephit 2 per point

2 Gargoyle 2 points

3 Rocky 3 points

5 Xorn 5 points

6 Galed Duhr 6 points

7 Elder elemental 7 points

11 Dao 11 points

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NPCs An earth elemental plods forward like
a walking hill, club-like arms of jagged
The following pages contain the infor- stone swinging at its sides. Its head and
mation about several elemental elemen- body consist of dirt and stone, occasion-
tals whom I have gotten to know very ally set with chunks of metal, gems, and
well. Each of these elementals comes from bright minerals. However, they still glide
their prospective planes of existence; how- through rock and earth as though they
ever, from time to time I have found these were liquid; and earthbound creatures
creatures left behind after a flood, hurri- have much to fear from an earth elemen-
cane, wildfire, or landslide. tal, since the elemental can pinpoint the
I have had the pleasure to watch as precise location of any foe that stands on
these elementals feed off their prospec- solid ground in its vicinity.
tive elements and add it to their magical
forms. Each one of these elementals is the
embodiment of living energies from the
Fire Elemental
“Terrible to behold and fierce oppo-
creation of the world.
nents. They set fire to any inflammable
Each elemental can only exist on
material they touch.” However powerful
our plane for a short period of time be-
they might have been as servants, sum-
fore needing to return to their elemental
moning one did come with a risk: “As
plane. A powerful wizard or mage can
elementals are stupid and resent being
call upon these elements at will and will
summoned, the conjuring party must
typically have a magical device (ring, urn,
concentrate upon controlling the creature.
gem, or brazer) to help these living forces
Failure to do so will result in the elemen-
stay on our plane to assist them.
tal turning upon the summoner 75% of
the time and attacking.”
Air Elemental “A fire elemental is a force of capri-
An air elemental is a funneling cloud cious devastation. Wherever it moves, it
of whirling air with a vague semblance sets its surroundings ablaze, turning the
of a face. Although it likes to race across world to ash, smoke, and cinders. Water
the ground, picking up dust and debris can halt its destructive progress, causing
as it goes, it can also fly and attack from the fire elemental to shrink back, hissing
above. While they rarely speak, the air el- and smoking in pain and rage.”
ementals’ language could be heard in the
high-pitched shriek of a tornado or the
low moan of a midnight storm.
Water Elemental
A water elemental is a cresting wave
that rolls across the ground, becoming
Earth Elemental nearly invisible at it courses through a
Earth elementals were said to “travel larger body of water. It engulfs creatures
rather slowly, and in order to cross wa- that stand against it, filling their mouths
ter they must travel through the ground and lungs as easily as it smothers flame.
and go under the bed of the body of wa- From their earlier appearance in the
ter (possibly a long trip).” Later on, their game, water elementals could be sum-
descriptions were poetically augmented moned wherever a caster could find at
to state that while earth elementals had least a thousand cubic feet of liquid—and
mouths, they rarely spoke. Instead, “their that, while usually a large pool would
voices can be heard in the silence of deep suffice, it was also noted that several large
tunnels, the rumblings of earthquakes, kegs of ale or beer would do just as well.
and the grinding of stone on stone.”

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Scott Rufsvold (Order #18460876)
Tale of a Rocky
There is a local tale, that A rocky was once
charged with protec�ng the Zigurate to Gil-
gamesh only to give up his duty a thousand
years later and take up a friendship with a trav-
eling Barbarian named GWAR! of clan CLAN!.

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Scott Rufsvold (Order #18460876)
Magic Items for 1 minute, after that time the water el-
emental returns to the trident. (The weap-
on is within the water elemental during
Living Flame Tongue this time)
Legendary weapon (any sword, requires at-
tunement)
Elemental Armor
Legendary Armor (any, requires attunement)
This is a magical blade that is +1 and
deals an additional 2d6 fire damage. In-
This armor was created from the con-
stead of gaining these abilities from how it
densed energy of elemental remains, (ash,
was forged, this weapon is home to a fire
dust, crystals, etc) This armor gives you
elemental. You can speak the command
resistance to one elemental type (acid,
word to release the fire elemental for 1
cold, fire, lighting, poison, thunder). Ad-
minute and it treats you as a friendly
ditionally you gain a bonus action move-
creature. The blade during that time only
ment that does not impose attacks of
deals the +1 damage and none of its fire
opportunity when used.
damage.
You can only use this feature once
per day, and if the fire elemental dies the d6 element bonus action 1/2 your
blade just becomes a +1 weapon. movement
1 Acid Swim as a noxious
Ring Of Elemental Storing (when in water)
Wondrous, ring, very rare (requires attune- 2 Cold Swim (when in water)
ment) 3 Fire Dash as a flame
4 Lighting Teleport as a ball of
This ring has a 10% chance of a fire
lighting
elemental being stores within this ring. If
there is a fire elemental held within you 5 Poison Glide as a plume of
can speak the command word to release smoke
it and use your action to command it, you 6 Thunder Glide along the ground
can use the same command word to force
the elemental back into the ring. If the el-
emental dies, then the ring is considered
empty.
If the ring is empty, then as an action
you can speak the command word within
60 feet of an elemental forcing it to make
a constitution saving throw (DC 15), on a
failed save the elemental is stored in your
ring, on a success the elemental is im-
mune to the rings effects for 24 hours.
If you use this ring more than once per
day, the elemental may make its constitu-
tion saving throw again with advantage.

Trident of Water Elemental


Legendary weapon (requires attunement)

This is a +2 trident that deals and


additional 1d6 cold damage. This trident
has 5 charges, and regains 1d4+1 charges
at dawn.
* 1 charge to breath water for 10 minutes.
* 2 charge to create or destroy water.
* 4 charges to summon a water elemental

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Spell List When you cast the spell, choose a
point you can see within range. A blast
This is just a short list of spells and ex- of snow blasts down from the cloud to
amples for DM’s and players of elemental that point. Each creature within 5 feet of
spells. I suggest if a player would like to that point must make a Dexterity saving
make a spell for their character then use throw. A creature takes 3d8 cold damage
an already existing spell and modify it to and reduces the target’s speed 10ft. on a
their elemental type. failed save, or half as much damage on a
successful one, leaving a small 5ft. mound
Acid blobs of snow. On each of your turns until the
2nd-level evocation spell ends, you can use your action to call
Casting Time: 1 action down a snow blast in this way again, tar-
Range: 60 feet geting the same point or a different one.
Components: V S
Duration: Instantaneous If you are outdoors in stormy condi-
Classes: Sorcerer, Wizard tions when you cast this spell, the spell
gives you control over the existing storm
You create three blobs of acid and instead of creating a new one. Under such
hurl them at a space or creature within conditions, the spell’s damage increases
range. Choose one target within range for by 1d8.
each blob, when a blob hits its target it
explodes and damages each creature or Crystal Fog
object within 5 feet of it. A target must 2nd-level conjuration
succeed on a Dexterity saving throw, on a Casting Time: 1 action
failed save each creature takes 2d4 acid Range: self
damage, on a success each creature takes Components: V, S, M (a pinch of snow)
half as much damage. Duration: concentration, upto 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
At Higher Levels: When you cast this
spell using a spell slot of 3rd level or You create a 5-foot-radius sphere of
higher, you create one additional blob for fog centered on you. The sphere spreads
each slot level above 2nd. around corners, and its area is heavily ob-
scured, A creature, other than the caster,
Call Snow Storm takes 2d4 slashing damage when it enters
5th-level transmutation the spell’s area for the first time on a turn
Casting Time: 1 action or starts its turn there. It lasts for the
Range: 120 feet duration or until a wind of moderate or
Components: V, S greater speed (at least 10 miles per hour)
Duration: Concentration, up to 10 min- disperses it.
utes
Classes: Druid, Sorcerer, Wizard At Higher Levels: When you cast
this spell using a spell slot of 3rd level or
A storm cloud appears in the shape of higher, the radius of the fog increases by
a cylinder that is 10 feet tall with a 60- 5 feet and +1d4 slashing damage for each
foot radius, centered on a point you can slot level above 1st.
see 100 feet directly above you. The spell
fails if you can’t see a point in the air
where the storm cloud could appear (for
example, if you are in a room that can’t
accommodate the cloud).

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Firgrin’s Earthen Grasp Ice Missile
2nd-level enchantment Casting Time: 1 action
Casting Time: 1 action Range: 120ft
Range: 60 feet Components: V, S
Components: V S M (A small pinch of Duration: Instantaneous
local soil) Classes: Sorcerer, Wizard
Duration: Concentration, Up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, You create three glowing darts of magi-
Warlock, Wizard cal force. Each dart hits a creature of your
choice that you can see within range. A
Choose a humanoid that you can see dart deals 1d4 + 1 cold damage to its tar-
within range, as a earthen hand shoots get. The darts all strike simultaneously,
out from the ground. The target must and you can direct them to hit one crea-
succeed on a Strength saving throw or be ture or several.
restrained and cannot attack for the du-
ration. At the end of each of its turns, the At Higher Levels: When you cast
target can make another Strength saving this spell using a spell slot of 2nd level or
throw. On a success, the spell ends on higher, the spell creates one more dart for
the target. each slot above 1st.

At Higher Levels: When you cast this


spell using a spell slot of 3rd level or high-
er, you can target on additional humanoid
for each slot level above 2nd. The human-
oids must be within 30 feet of each other
when you target them.
Ice Missile
1st-level evocation

Glass Knife
1st-level conjuration
Casting Time: 1 action
Range: 60 ft
Components: S, M (a pinch of sand)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

You create a shard of glass and fling


it at one creature within range. Make a
ranged spell attack against the target. On
a hit, the target takes 1d10 piercing dam-
age. Hit or miss, the shard then explodes.
The target and each creature within 5 feet
of it must succeed on a Dexterity saving
throw or take 2d6 piercing damage.

At Higher Levels. When you cast


this spell using a spell slot of 2nd level or
higher, the piercing damage increases by
1d6 for each slot level above 1st.

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