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Dungeons & Dragons Roleplaying Secret Craft

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:

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.

Secret CraftElementologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (elemental aspect, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (elemental aspect, genasi).
  • Bonus Language – Primordial (High)
  • Associated Sphere – All the spheres.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of the Spheres (Any) You can make a craft check to use a artefact without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Elementologist Additional Crit Effects

  • Elementologist Additional Craft Mishap: In addition to the base critical failure effect, you take mishap from all the crafts your activating as if they were seperate checks.
  • Elementologist Additional Craft Boon: In addition to the base critical success, take the boon from each of the crafts your activating as if they were seperate checks.

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

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

Spell ListSecret CraftElementologist
(Prismatic, Storm, Weather and spells that can combine elements)

Cantrip Drench (bls48),

1st Level SpellsAbsorb Elements (xge150), Affect Normal FogR (bls11), Chromatic Orb (ph222), Cloud BurstR (bls33), Colour Spray (ph223), Fog Cloud (ph244), Protection from Evil and GoodR (ph271), Tidal Barrier (mhh198),

2nd Level SpellsAir Forge – R (bls12), Dust Devil (xge154), Elemental Horns (mhh165), Pass through ElementR (ea08)

3rd Level SpellsAwaken Element (ea08), Dispel MagicR (ph234), Elemental Shape (ea08), Protection from Energy (ph270)

R – Ritual Spells.
Source: bls, ph, xge

Elementologist 1st Circle (Apprentice)

Secret CraftElementalogist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

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 as well as their effects.

  • Black Earth Elementalist Aspect (Darkness and Earth) You must know both darkness and earth at 1st circle to use this aspect. (see Followers of the Black Earth)
  • Crushing Wave Elementalist Aspect (Darkness and Water) You must know both darkness and water at 1st circle to use this aspect. (see Followers of the Crushing Wave)
  • Eternal Flame Elementalist Aspect (Darkness and Fire) You must know both darkness and fire at 1st circle to use this aspect. (see Followers of the Eternal Flame)
  • Howling Hatred Elementalist Aspect (Darkness and Air) You must know both darkness and air at 1st circle to use this aspect. (see Followers of the Howling Hatred)
  • Magma Elementalist Aspect (Earth and Fire) You must know both earth and fire at 1st circle to use this aspect. (See Followers of the Magma)
  • Mud Elementalist Aspect (Water and Earth) You must know both earth and water at 1st circle to use this aspect. (See Followers of the Mud)
  • Radiant Elementalist Aspect (Fire and Air) You must know both air and fire at 1st circle to use this aspect. (See Followers of the Radiant)
  • Storm Elementalist Aspect (Air and Water) You must know both air and water at 1st circle to use this aspect. (see Followers of the Storm)

Elementologst Apprentice Enhancements and Powers (Requires Elementologist Apprentice to be active)

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. This activate all the element aspects of your current manifestation. Your natural attacks deal an extra 1d6 damage of each aspect your manifesting.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. This activate all the element aspects of your current manifestation. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 damage from each aspect your manifesting.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. This activate all the element aspects of your current manifestation. You gain resistance to Damage from each aspect your manifesting.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest and stays active if your manifestation is active. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can activate all the element aspects of your current manifestation. This allows you to move from each aspect your manifesting.
  • 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: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artifacts.

  • Learn 2nd Elemental Craft (SB 1) 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.
  • Duel Elemental Aspect (SB 1) You can spend a week to add a second elemental aspect based on the two elemental crafts you know.
  • Elemental Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elemental Familiar (SB 1+): You spend a week to training a familiar to take on Elemental traits of the combined elements you have mastered. This gives the familiar once per short rest the ability to turn into an elemental for 1 round per level taking on the abilities of those forms. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow an elemental pantheons). You cannot recover the soul burn while you retain the familiar.
  • Elemental Companion (SB 1+): You spend a week to training a companion to take on Elemental traits of the combined elements you have mastered. This gives the companion once per short rest the ability to turn into an elemental for 1 round per level taking on the abilities of those forms. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow an elemental pantheons). You cannot recover the soul burn while you retain the companion.
  • Elemental Mount (SB 1+): You spend a week to training a mount to take on Elemental traits of the combined elements you have mastered. This gives the mount once per short rest the ability to turn into an elemental for 1 round per level taking on the abilities of those forms. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow an elemental pantheons). You cannot recover the soul burn while you retain the mount.
  • Elemental Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
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. (see followers of the Confronting Radiant)
      • Fog Elementalist Aspect (Fire and Water): You must know both air and earth at 1st circle to use this aspect. (see Followers of the Fog)
      • Sand Elementalist Aspect (Air and Earth) You must know both air and earth at 1st circle to use this aspect. (See Followers of the Sand)
      • Searing Magma Elementalist Aspect (Darkness, Earth and Fire) You must know darkness, earth and fire at 1st circle to use this aspect. (see Followers of the Searing Magma)
      • Sticking Mud Elementalist Aspect (Darkness, Water and Earth) You must know darkness, earth and water at 1st circle to use this aspect. (see Followers of the Sticking Mud)
      • Thunderous Storm Elementalist Aspect (Darkness, Air and Water) You must know darkness, air and water at 1st circle to use this aspect. (see Followers of the Thunderous Storm)
        • 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.
      • Learn 3rd Elemental Craft (SB 2) You can learn a third of the elemental crafts, if it is your second craft, it can be an opposing craft.
      • 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. (see Followers of the Ash)
      • Dust Storm Elementalist Aspect (Air, Earth and Water): You must know air, earth and water at 1st circle to use this aspect. (see Followers of the Dust Storm)
      • Grasping Sand Elementalist Aspect (Darkness, Air and Earth) You must know darkness, air and earth at 1st circle to use this aspect. (see Followers of the Grasping Sand)
      • Lava Elementalist Aspect (Earth, Fire and Water): You must know earth, fire and water at 1st circle to use this aspect. (see Followers of the Lava)
      • Silent Fog Elementalist Aspect (Darkness, Fire and Water): You must know darkness, air and earth at 1st circle to use this aspect. (see Followers of the Silent Fog)
      • Steam Elementalist Aspect (Air, Fire and Water): You must know air, fire and water at 1st circle to use this aspect. (See Followers of the Steam)
        • 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. (see Followers of the Choking Ash)
      • 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. (see Followers of the Eclipsing Dust Storm)
      • Exfoliating Steam Elementalist Aspect (Darkness, Air, Fire and Water): You must know darkness, air, fire and water at 1st circle to use this aspect. (see Followers of the Exfoliating Steam)
      • Illuminating Lava Elementalist Aspect (Darkness, Earth, Fire and Water): You must know darkness, earth, fire and water at 1st circle to use this aspect. (see Followers of the Illuminating Lava)
      • Celestial / Master Elementalist Aspect (Air, Earth, Fire and Water): You must know air, earth, fire and water at 1st circle to use this aspect. (see followers of the celestials)
        • 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. (see Followers of the Spheres)
      • 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

  • 2022-03-14 – Linked in Organisations.
  • 2022-03-13 – Added in the dual aspect for 1st circle downtime.
  • 2022-03-12 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year.
  • 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) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

Racial Crafts: (37) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

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Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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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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