
ElementalistSource Secrets of Magic pg. 206 1.1,
Rage of Elements pg. 58;
There is a more recent version of this archetype. Click here to view.You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably
sorcerer and
wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.
Elemental Magic (1st)
You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the Elementalist Dedication as your 2nd-level class feat.
Prerequisites: You must have a spellcasting class feature that chooses spells from the
arcane or
primal spell list.
Elementalist Adjustments: Replace your spell list with the
elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead.
If you're a sorcerer with the
elemental bloodline, you can replace your initial bloodline spell with an initial elemental focus spell, and your advanced bloodline spell with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline and come from the options listed below.
Druid Elementalist Adjustments: If you're a druid of the
storm order, you can choose to replace your starting order spell,
tempest surge, with
updraft.
Wizard Elementalist Adjustments: If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the
air trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school functions as written in the
Core Rulebook. If you later select the
Advanced School Spell wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element.
Elemental Focus Spells Click here for more rules on using this archetype.Additional Feats
Source Advanced Player's Guide pg. 149 2.0Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.
Click here for the full rules on Additional Feats.
Archetype Class Dedication Source Secrets of Magic pg. 206 1.1Archetype ElementalistPrerequisites elemental magic
Each day when you make your daily preparations, you can attune yourself to one element of your choice:
air,
earth,
fire, or
water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations.
Special You can't select another dedication feat until you've gained two other feats from the elementalist archetype.
Archetype Metamagic Water Source Secrets of Magic pg. 206 1.1Archetype ElementalistPrerequisites Elementalist Dedication
You enhance your spell with elemental water, soaking the target. If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has
persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the
water trait (causing it to deal extra damage to creatures with weakness to water).
Archetype Source Secrets of Magic pg. 206 1.1Archetype ElementalistPrerequisites Elementalist Dedication;
Familiar
Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. Other than taking the form of an
elemental instead of an animal, this familiar continues to use all the same rules as other familiars.
Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time.
- Air If your familiar stays completely still for 1 round, it becomes invisible until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect.
- Earth Your familiar gains resistance to physical damage (except adamantine) equal to half your level.
- Fire Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold.
- Water Your familiar can move through a gap at least 2 inches wide without Squeezing and can Squeeze through a gap at least 1 inch wide.
Magus Sorcerer Thaumaturge Wizard Source Dark Archive pg. 42,
Core Rulebook pg. 198 4.0,
Secrets of Magic pg. 42 1.1Archetypes Elementalist,
Elementalist,
Shadowcaster,
Soul Warden* This version of the Familiar feat is intended for use with an Archetype and has a different level for access than the
original feat.
You make a pact with a creature that serves you and assists your spellcasting. You gain a
familiar.
Archetype Fire Metamagic Source Secrets of Magic pg. 207 1.1Archetype ElementalistPrerequisites Elementalist Dedication
You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional
persistent fire damage equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the
fire trait.
Druid Magus Sorcerer Thaumaturge Witch Wizard Source Dark Archive pg. 43,
Core Rulebook pg. 134 4.0,
Advanced Player's Guide pg. 102 2.0,
Secrets of Magic pg. 42 1.1Archetypes Elementalist,
Elementalist,
Familiar Master,
ShadowcasterPrerequisites a
familiar* This version of the Enhanced Familiar feat is intended for use with an Archetype and has a different level for access than the
original feat.
You infuse your familiar with additional magical energy. You can select four
familiar or master abilities each day, instead of two.
Special (Wizard) If your arcane thesis is
improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
(Witch) Add the bonus familiar abilities you gain for being a witch to this amount.
Abjuration Concentrate Druid Metamagic Source Advanced Player's Guide pg. 124 2.0Archetype Elementalist* This version of the Current Spell feat is intended for use with an Archetype and has a different level for access than the
original feat.
As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the
air or
water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.
Archetype Source Secrets of Magic pg. 207 1.1Archetype ElementalistPrerequisites Elementalist DedicationTrigger You take damage from a foe's spell or magical ability with the
air,
earth,
fire, or
water trait.
Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the
quickened condition until the end of your next turn. You can use the extra action only to Step or Stride.
Monk Source Core Rulebook pg. 162 4.0Archetype Elementalist* This version of the Water Step feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.
Archetype Earth Metamagic Source Secrets of Magic pg. 207 1.1Archetype ElementalistPrerequisites Elementalist Dedication
You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the
earth trait.
Archetype Source Secrets of Magic pg. 207 1.1Archetype ElementalistPrerequisites Elementalist DedicationTrigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails.
You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.
Air Archetype Concentrate Metamagic Source Secrets of Magic pg. 207 1.1Archetype ElementalistPrerequisites Elementalist Dedication
You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's
concealed condition and any cover they have from you. The spell gains the
air trait.