Elementalist - Archetypes - Archives of Nethys: Pathfinder 2nd Edition Database (2024)

There is a Legacy version here.

ElementalistSource Rage of Elements pg. 58, Secrets of Magic pg. 206 1.1
You revere the elements as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these 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 elements. There are many paths to elementalism, and many classes can become elementalists. As the most basic building blocks of matter, the elements can be shaped to your specific training and understanding. The study of elementalism expands every day.

You cast spells drawn from multiple traditions and can use the elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace either the philosophy of four elements common in the Inner Sea or the five-element cycle prevalent in Tian Xia. This is often a balance, but some elementalists feel a stronger connection to a singular element that they hone to great heights, utilizing the other elements to support and augment their favored.

Secrets of Magic Elementalist: This section updates and expands the elementalist class archetype originally presented on page 206 of Secrets of Magic. If you're using the version of the archetype from Secrets of Magic and are happy with it, you don't need to make any changes—that original version functions the same as using the new text and choosing Inner Sea elementalism for your elemental philosophy!

Elemental Magic (1st)

You're a spellcaster who specializes in harnessing the elements. Though you might feel a kinship for one element over the others, you're capable of shaping many 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. You must choose an elemental philosophy (detailed below), which determines which spells and other elemental magic you can use.

Druid Elementalist Adjustments: If you're a druid of the storm order and air is in your elemental philosophy, you can choose to replace your starting order spell, tempest surge, with updraft.

Elemental Sorcerer Adjustments: 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.

Wizard Elementalist Adjustments: If you're a wizard, you can either choose to be a universalist or to follow an arcane school dedicated to one element from your elemental philosophy. If you choose an elemental school, your curriculum spells can be any spells that you have access to and that have your chosen element's trait. Your school spells are the elemental focus spells of your chosen element, with the 1st-rank spell as your initial school spell and the 3rd-rank spell as the advanced school spell.

Elemental Focus Spells

  • Air initial: updraft; advanced: powerful inhalation
  • Earth initial: crushing ground; advanced: stone lance
  • Fire initial: wildfire; advanced: combustion
  • Metal initial: serrate; advanced: repel metal
  • Water initial: rising surf; advanced: pulverizing cascade
  • Wood initial: arms of nature; advanced: wood walk

Elemental Philosophy

Choose an elemental philosophy, which determines which elements you can use. The options available in this book are as follows.

  • Elemental Cycle: Earth, fire, metal, water, wood
  • Inner Sea Elementalism: Air, earth, fire, water

Your choice of elemental philosophy affects your spell list, with the spell list for elemental cycle elementalists

found here

and the spell list for the inner sea elementalist

found here

. In addition to some universal spells that both philosophies have access to, your personal list also contains any spell that shares one or more traits with those in your elemental philosophy, and doesn't have any traits that aren't in your elemental philosophy. For example, an elemental cycle elementalist could choose a spell with both the earth and fire traits, but not one with the air and fire traits, while an inner sea elementalist could choose either of those, but not a spell with metal and fire traits.

As Rage of Elements is the first book to include the wood and metal traits, your GM might allow you to add more spells from other books that fit the metal or wood element but first appeared without the trait, adding the relevant trait to the spell.

You can't take elementalist feats or use elementalist abilities for an element you're unable to attune to. For example, an Inner Sea elementalist couldn't select the Reverberating Spell feat, use Redirect Elements against a metal or wood spell, or choose a metal or wood ability for their Elemental Familiar.

Source Advanced Player's Guide pg. 149 2.0
Some 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

.

Elementalist Dedication Feat 2

ArchetypeClassDedication
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites elemental magic

Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy. 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.

Dousing Spell [one-action] Feat 4

ArchetypeSpellshapeWater
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; water is in your elemental philosophy

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).

Elemental Familiar Feat 4

Archetype
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

;

Familiar

Your familiar becomes an elemental spirit capable of taking on aspects of the elements. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. If you want to give your familiar the elemental familiar abilities found on page 42, you must select that familiar ability.

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 who remain within a 15-foot emanation don't take damage from severe environmental cold.
  • Metal Your familiar gains resistance to physical damage from metal weapons equal to half your level.
  • 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.
  • Wood If your familiar remains in bright light for 1 round, it gains fast healing equal to half your level. Once it is out of bright light, this effect ends.

Familiar Feat 4*

Legacy Content

MagusSorcererThaumaturgeWizard
Source Dark Archive pg. 42, Core Rulebook pg. 198 4.0, Secrets of Magic pg. 42 1.1
Archetypes

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.

Burning Spell [one-action] Feat 6

ArchetypeFireSpellshape
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; fire is in your elemental philosophy

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 rank, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.

Current Spell [one-action] Feat 6

ArchetypeConcentrateSpellshape
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; air or water is in your elemental philosophy

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 circ*mstance bonus to AC or a +2 circ*mstance 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 circ*mstance 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.

Enhanced Familiar Feat 6*

Legacy Content

DruidMagusSorcererThaumaturgeWitchWizard
Source Dark Archive pg. 43, Core Rulebook pg. 134 4.0, Advanced Player's Guide pg. 102 2.0, Secrets of Magic pg. 42 1.1
Archetypes

Elementalist

,

Elementalist

,

Familiar Master

,

Shadowcaster

Prerequisites 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.

Expanded Elemental Magic Feat 6

Archetype
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

You reach new understandings of the elements, taking an expansive view. Add to your elemental philosophy any of the following elements it doesn't already include: air, earth, fire, metal, water, and wood.

Water Step Feat 6

Archetype
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; water is in your elemental philosophy

You can Stride across liquid and surfaces normally wouldn'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.

Metabolize Element [reaction] Feat 8

Archetype
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

Trigger You take damage from a foe's spell or magical ability with a trait of one of the elements in your elemental philosophy.

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.

Growth Spell [one-action] Feat 10

ArchetypeSpellshape
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; wood is in your elemental philosophy

You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations. If the next action you use this turn is to Cast a non-cantrip Spell that affects an area, expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet. The spell gains the wood trait.

Reverberating Spell [one-action] Feat 10

ArchetypeMetalSpellshape
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; metal is in your elemental philosophy

Your spell disorients your targets with a metallic clangor. If the next action you use this turn is to Cast a non-cantrip Spell that deals damage in an area (such as a burst, line, or cone), the spell deals an additional 1d8 sonic damage and all creatures who fail their save against the spell are deafened for 1 round. Targets who critically fail their saves against this spell are instead deafened for 1 minute. The spell gains the sonic trait.

Rockslide Spell [one-action] Feat 10

ArchetypeEarthSpellshape
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; earth is in your elemental philosophy

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 rank 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.

Redirect Elements [reaction] Feat 12

Archetype
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

Trigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails, and the elemental trait is in your elemental philosophy.

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.

Wind-Tossed Spell [one-action] Feat 14

AirArchetypeConcentrateSpellshape
Source Rage of Elements pg. 59
Archetype

Elementalist

Prerequisites

Elementalist Dedication

; air is in your elemental philosophy

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.

Elementalist - Archetypes - Archives of Nethys: Pathfinder 2nd Edition Database (2024)

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