[D&D 4e/hack] Class: Elementalist Sorcerer

The Elementalist Sorcerer channels the elemental forces and becomes a conduit of raw power. She eschews the plodding ways of the wizard’s tower, instead seeking to prove her radical theories through hard-won experience.

This class is designed for players who want to blast their foes with flashy spells while sticking with a simple class structure. The different stances allow the player to choose from different controller powers, forging their own style.

EDIT: Check out someone else’s similar attempt at the Elementalist: http://www.northerngamers.org/files/Elementalist.htm

Elementalist Sorcerer (Arcane Controller)
Primary/Secondary: CHR/CON

1. Basics

Build as standard sorcerer. Ignore standard At-Will, Encounter and Daily attack powers. Take the “Ritual Caster” feat for free.

2. Gain: Elemental Bolt and Elemental Synthesis

Elemental Bolt * At-Will * Standard Action * Attack, Implement, Arcane
Burst 1 in Ranged 10
Target: All creatures in burst
Attack: CHR vs Fortitude
Damage: 1d6 + Charisma modifier damage
Special: You can use this as a ranged basic attack.

Elemental Synthesis * Encounter * Free Action
Trigger: You hit with Elemental Bolt.
Effect: You switch to a different stance and make another attack with Elemental Bolt.

3. Pick two at-will stances

Flame Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 fire.
  • Your Elemental Bolt deals additional fire damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt, the target takes ongoing 2 fire damage (save ends).

Frost Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 cold.
  • Your Elemental Bolt deals additional cold damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt, the target is slowed until the end of your next turn.

Gale Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 thunder.
  • Your Elemental Bolt deals additional thunder damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt, you slide the target 1 square.

Storm Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 lightning.
  • Your Elemental Bolt deals additional lightning damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt and the die roll is even, the creature is dazed until the end of your next turn.

Quake Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 force.
  • Your Elemental Bolt deals additional force damage equal to your Constitution modifier.
  • When you use Elemental Bolt, you may change any terrain in the burst from difficult terrain to normal terrain or vice versa.

4. Advancement

Level 2: Utility power
Level 3: additional use of Elemental Synthesis
Level 6: Utility power
Level 7: additional stance
Level 10: Utility power

5. Possible Feats

Former Apprentice: You gain the “Magic Missile” power. (So if a player wants access to canonical wizard spell, they can have it.)

Theory of Elemental Synergy: When you switch from one stance to another, you have a +1 power bonus to attack and damage rolls on your next attack.

Theory of Elemental Might: Your Elemental Bolt power does d8 damage instead of d6.

Theory of Elemental Focus: You may use your Elemental Bolt power against a single target instead of a larger burst. The target grants combat advantage to you for this attack.

Theory of Elemental Control: When allies are targetted by your Elemental Bolt attack, you may take a -4 to that attack roll.

3 thoughts on “[D&D 4e/hack] Class: Elementalist Sorcerer

  1. I really like the simplified Essentials structure, and as a big fan of the Sorcerer class, this one is especially cool. I’m a bit iffy about Storm Stance. The whole “on an even” roll feels out of form (though I realize without it the Dazing would be vastly overpowered). A possible alternative for this would be to replace the Dazing with the commonly used “the creature grants combat advantage until the end of your next turn”. An possible Utility power might allow you to Daze instead once per encounter.

    • Glad you like it! The “on an even roll” thing was, indeed, trying to balance out the strength of a Dazed condition. There weren’t a lot of clean ways to mitigate this. Some alternatives:

      – Just stick with CA (simple and to the point).
      – The creature grants CA and can’t take opportunity actions.
      – Give a penalty to their attacks and defenses, which still shows the creature is all shaken up.
      – Somehow restrict the Daze effect to one of the targets in the blast. Either you pick one of the targets you’ve hit, or it’s the first one you target when you’re rolling, or it’s the creature at the origin square of the burst; but all of these are somewhat clumsy (and the at-will Daze is still strong).
      – Let them optionally forgo damage on their attack to daze instead.

Comments are closed.