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DnD Secret Crafts Elementologist

Dungeons and Dragons – Mystara

Secret Craft of the Five Elements

aka Avatar of the Elements, Elementalist of the Spheres, Elementologist or Master of the Five Elements

They are known as an Elementologist in the library of the Great School of Glantri. They started out (and can still be found) as the Elementalist of the Spheres, Master of the Five Elements or Avatar of the Elements of the genasi people. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

This secret craft was developed by those who have a deep connection with more than one element. These are abilities granted by the grace of the patrons of the Sphere of Matter. They can start at any element.

This is related to the Elemental Masteries:

  • Airologist the Elementalist of Air and Through
  • Darkologist the Elementalist of Darkness and Entropy
  • Earthologist the Elementalist of Earth and Matter
  • Fireologist the Elementalist of Fire and Energy
  • Waterologist the Elementalist of Water and Time

Source Material: This secret craft was built from material gained from various editions of the game. Principalities of Glantri (GAZ3), Deep Magic – Elemental Magic (DM14), Encyclopaedia Arcane – Elementalism (The Primordial Force – MGP1008), Xanathar’s Guide to Everything.

List of Practitioners of the Elementologists Secret Craft

  • Initiate
  • 1st Circle

Magical Items of the Elementologist Secret Craft

Ranks of the Elementologist Secret Craft

Elementologist Initiate

To become an initiate, one must be part of either a respected member of at least two societies which follow elements.

Craft Traits:

  • Craft Skill: You gain proficiency with this secret craft and use Intelligence as your ability score.
  • Racial Bonus: Genasi using an element connected to them have a +2 to the craft skill.
  • Patron: A member of a Pantheon containing immortals from the Sphere of Matter.
  • Feature Activation Costs: 1 point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Additional Craft Mishap: In addition to the base critical failure effect, you take mishap from all the crafts your activating.
  • Additional Craft Boon: In addition to the base critical success, take the boon from each of the crafts your activating.
  • Bonus Language: Primordial
  • Expanded Magic: Characters gain extra spells to their spell list from any of the associated elemental lists that you’re a member of.
  • Artefacts of the Spheres: You can choose artefacts from all the crafts your activating
  • Learn 2nd Elemental Craft: You can learn a second of the elemental crafts. Two of those crafts cannot be opposing crafts. i.e. Water vs Fire or Air vs Earth.

Associated Classes: (These classes have enhancements using this craft)

Associated Feats: (Uses all the feats from the associated elemental lists)

R – Ritual Spells. Sourcebooks: xge

Elementologist 1st Circle (Apprentice)
  • Attributes – Secret Craft – Elementalogist – 1st Circle
    • Elementologist Apprentice (Manifestation SB 1 DC 16): You can activate two of the elemental crafts with complementing elements. You add your light auras from active elements.
      • Black Earth Elementalist Aspect (Darkness and Earth) You must know both darkness and earth at 1st circle to use this aspect.
      • Crushing Wave Elementalist Aspect (Darkness and Water) You must know both darkness and water at 1st circle to use this aspect.
      • Eternal Flame Elementalist Aspect (Darkness and Fire) You must know both darkness and fire at 1st circle to use this aspect.
      • Howling Hatred Elementalist Aspect (Darkness and Air) You must know both darkness and air at 1st circle to use this aspect.
      • Magma Elementalist Aspect (Earth and Fire) You must know both earth and fire at 1st circle to use this aspect.
      • Mud Elementalist Aspect (Water and Earth) You must know both earth and water at 1st circle to use this aspect.
      • Radiant Elementalist Aspect (Fire and Air) You must know both air and fire at 1st circle to use this aspect.
      • Storm Elementalist Aspect (Air and Water) You must know both air and water at 1st circle to use this aspect.
        • Activate Apprentice Powers (Power SB 1 DC 16) You can activate an apprentice power from each of your active elements at least at 1st circle manifestation. You activate Either Elemental Fists, Elemental Rebuke, Elemental Resistance, Elemental Specialisation or Elemental Walk for your active elements.
        • Voice of the North Wind (Enhancement SB 1 DC 16) Speaking with the harbinger of winter you may ask for directions to a place you know the name of. It will guide you there by the easiest path, but not warn of dangers of hazards.
    • Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Enhance Familiar (SB1+) When summoning your familiar, you can choose to give it the traits of a tiny aspected elemental instead. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar.
      • Enhance Companion (SB1+) When summoning a beast as a companion, you can give it the traits of an aspected elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
      • Learn 3rd Elemental Craft (SB1+) You can learn a third of the elemental crafts, if it is your second craft, it can be an opposing craft.
Elementologist 2nd Circle (Journeyman)
  • Attributes – Secret Craft – Elementalogist – 2nd Circle
    • Elementologist Journeyman (Enhancement SB 2 DC 18): You can add a third elemental crafts with complementing elements or switch to two with competing elements. You add your light auras from active elements.
      • Confronting Radiant Elementalist Aspect (Darkness, Fire and Air) You must know darkness, air and fire at 1st circle to use this aspect.
      • Fog Elementalist Aspect (Fire and Water): You must know both air and earth at 1st circle to use this aspect.
      • Sand Elementalist Aspect (Air and Earth) You must know both air and earth at 1st circle to use this aspect.
      • Searing Magma Elementalist Aspect (Darkness, Earth and Fire) You must know darkness, earth and fire at 1st circle to use this aspect.
      • Sticking Mud Elementalist Aspect (Darkness, Water and Earth) You must know darkness, earth and water at 1st circle to use this aspect.
      • Thunderous Storm Elementalist Aspect (Darkness, Air and Water) You must know darkness, air and water at 1st circle to use this aspect.
        • Activate Journeyman Powers (Power SB 2 DC 18) You can activate a journeyman power from each of your active elements at least at 2nd circle manifestation. You can activate all Elemental enhancers or powers for Enhancer, Familiar, Infusion, Minor Conjuration, Servant or Sense.
        • Voice of the East Wind (Power SB 2 DC 18) The harbinger of storms will answer a question about a magical event, person, creature or object.
    • Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Elemental Servant (SB2+) You bind the services of an elemental from all the crafts your activating at the cost of twice its hit dice in soul burn. You cannot heal or recover this soul burn while the servant is bound. You can have any number of servants bound in this manner. This loss is permanent while you have the servant.
      • Elemental Weapon (SB2+) You enhance your weapon as an elemental conduit from all the crafts your activating so that it works with elemental rebuke. This costs 2 SB per character level and works when elemental rebuke is active. You can only have one weapon as a conduit at a time, and when you create a new one, the connection to the old one is lost. The weapon radiates energy of the type it is a conduit of, and makes it a magical weapon if it is not already, and damage dealt by the weapon also counts as half from this element. This loss is permanent while you have the weapon.
      • Minor Conjuration (SB2+) You make a pact with the elemental lords from all the crafts your activating. Once done, you may once per pact during a short rest, summon 1d4 elementals for 1 day per level or until their task is completed, or you activate this ability again which sends any previously summoned elementals home. This loss is permanent while you have the pact.
Elementologist 3rd Circle (Adept)
  • Attributes – Secret Craft – Elementalogist – 3rd Circle
    • Elementologist Adept (Enhancement SB 3 DC 20): You can add a third element with competing elements. You add your light auras from active elements.
      • Ash Elementalist Aspect (Air, Earth and Fire): You must know air, earth and fire at 1st circle to use this aspect.
      • Dust Storm Elementalist Aspect (Air, Earth and Water): You must know air, earth and water at 1st circle to use this aspect.
      • Grasping Sand Elementalist Aspect (Darkness, Air and Earth) You must know darkness, air and earth at 1st circle to use this aspect.
      • Lava Elementalist Aspect (Earth, Fire and Water): You must know earth, fire and water at 1st circle to use this aspect.
      • Silent Fog Elementalist Aspect (Darkness, Fire and Water): You must know darkness, air and earth at 1st circle to use this aspect.
      • Steam Elementalist Aspect (Air, Fire and Water): You must know air, fire and water at 1st circle to use this aspect.
        • Activate Adept Powers (Power SB 3 DC 20) You can activate a Adept power from each of your active elements at least at 3rd circle manifestation. You can activate all Elemental enhancers or powers for Attack, Bypass, Conjuration or Mark.
        • Voice of the South Wind (Power SB 3 DC 20) The harbinger of summer will answer a question about the past relating to a specific person or location.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Conjuration (SB 3+) You make a pact with the elemental lords from all the crafts your activating. Once done, you may once per pact during a short rest, you can conjure a undine, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane could be used at the GM’s discretion. This loss is permanent while you have the pact.
      • Elemental Anchor (SB 3 per year) You create a 5 ft aspect of your surroundings to act as your elemental anchor, and home location target for elemental gateways you create. While in contact with this aspect, the SB cost of all of these elemental craft features is reduced by 1. This loss is permanent while you have the anchor.
      • Learn 4th Elemental Craft (SB 3+) You can learn a fourth of the elemental crafts.
Elementologist 4th Circle (Master)
  • Attributes – Secret Craft – Elementalogist – 4th Circle
    • Elementologist Master (Enhancement SB 4 DC 22): You can activate four of the elemental crafts. You add your light auras from active elements.
      • Choking Ash Elementalist Aspect (Darkness, Air, Earth and Fire): You must know darkness, air, earth and fire at 1st circle to use this aspect.
      • Eclipsing Dust Storm Elementalist Aspect (Darkness, Air, Earth and Water): You must know darkness, air, earth and water at 1st circle to use this aspect.
      • Exfoliating Steam Elementalist Aspect (Darkness, Air, Fire and Water): You must know darkness, air, fire and water at 1st circle to use this aspect.
      • Illuminating Lava Elementalist Aspect (Darkness, Earth, Fire and Water): You must know darkness, earth, fire and water at 1st circle to use this aspect.
      • Celestial / Master Elementalist Aspect (Air, Earth, Fire and Water): You must know air, earth, fire and water at 1st circle to use this aspect.
        • Activate Master Powers (Power SB 4 DC 22) You can activate a master power from each of your active elements at least at 4th circle manifestation. You can activate all Elemental enhancers or powers for Construct, Control and Turning.
        • Voice of the West Wind (Power SB 4 DC 22) The harbinger of autumn will answer a question about current events.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Conjuration (Power SB 4+) You make a pact with the elemental lords from all the crafts your activating. Once done, you may once per pact during a short rest, you can conjure a undine, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane could be used at the GM’s discretion. This loss is permanent while you have the pact.
      • Learn 5th Elemental Craft (SB4): You can learn the last of the elemental crafts.
      • Petition Elemental Lords – Grand Master (SB 4) – Request ability to train as a Grand Master.
Elementologist 5th Circle (Grand Master)
  • Attributes – Secret Craft – Elementalogist – 5th Circle
  • Elementologist Grand Master (Enhancement SB 5 DC 24): You can activate the final elemental crafts. You add your light auras from active elements.
    • Spheres / Avatar Elemental (Darkness, Air, Earth, Fire and Water): You must know darkness, air, earth, fire and water at 1st circle to use this aspect.
      • Elementalist Grand Master (Power SB 5 DC 24) You can activate any of your craft features or any 4th Circle or below at half its cost rounded up. You can activate it at a higher circle if you know it for each, if you pay the activation costs for each previous circle. Such as one at initiate 1, journeyman 3, adept 6, master 10 and grand master 15. You add your light auras from active elements.
      • Voice of the Heart Wind (Power SB 5 DC 24) The harbinger of the spirit world will answer a question about the thoughts and feelings of a mortal creature.
    • Downtime Activities: require 5 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Sponsor (SB 5) – Asking a member of the Elemental Courts to become your sponsor following the rules for Immortality with the goal to join the elemental court.

Content Updates

  • 2021-08-05 – Updated the downtime sections.
  • 2021-07-21 – Cleaned up lists for initiate and magical items.
  • 2021-04-25 – Updated and cleaned up.
  • 2020-08-09 – Added spell list.
  • 2020-03-28 – Structure.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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