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Saturday, April 22, 2017

The Elementalist Class for Swords & Wizardry Light

Art by Brett Neufeld
"Some secrets aren't learned in books but are passed down by oral tradition. Such is the path you have chosen. The mysteries of the elements will be yours to control if you complete your trials. If you fail, mother earth will take you into her embrace. And so it begins..."

Elementalist Class for Swords & Wizardry Light

Elementalists get both spell like abilities and an elemental that can do their bidding.

Level   HD   Save   BhB  Adventures needed for Next Level
1           1        15       0       3
2           2        14       0       +4
3           2+1    13       0       +5
4           3        12      +1     +6
5           3+1    11      +1      +7
6           4        10      +2     +8
7           5          9      +2     xx

Elementalists have + 2 to Saves against fire and air bourn poisons. They can use daggers and staves, much like a magic-user.

They get the following abilities at each level:

Level 1: Summon Elemental (described below) Once per Day
Level 2: Gust of Wind - Can summon wind that can disperse papers, fan flames and knock over small (1/2 pound or less) objects Once per Day
Level 3: Breath Water as Air - Once per Day for 1 hr per level
Level 4: Dagger of Fire: Once per Day can summon a Magical Faming Dagger. Only the Elementalist can wield it. It lasts for 1 round per level (throwing the dagger dispels it early). The Dagger is +1 to hit per level of the Elementalist and does 1d6+3 damage.
Level 5: Ball of Mud - Once per Day and the 2nd level Magic-User Web Spell, but this is made of mud.
Level 6: Fly - Once per Day as Magic-User Spell
Level 7: Fireball - Once per Day as Magic-User Spell

Summon Elemental

The greatest gift (and most dangerous, to the Elementalist as well as his adversaries) is the elemental they can summon.

The AC for a 1 HD elemental is 9[10] and improves by 1 point per HD to 3[16] at 7 HD.

Damage is 1d6, improving to 1d6+2 at level 4 and 2d6 at level 7.

The HD of the summoned elemental can be as many as the Elementalist has levels, but less HD then the max may be chosen. Only one elemental can be summoned each day and the death of an elemental causes damage to the Elementalist equal in HP to the HD of the elemental. Example: The destruction of a 4 HD Elemental causes 4 HP of damage to the Elementalist. Elementalists often dismiss injured elementals early to avoid this danger.


AC 9 to 3

HD 1 to 7

Damage 1d6 to 2d6


  1. I can see where this could be simulated in Mythus. I'll have to check Mythus Magick again, but I do remember that one of the ethoi is the Ethos of Balance which could fit into the class.

    Balance: The thinking that things are best for people when they are in balance, when everyone has a equal chance at prospering in life and no one is inferior or superior to another.

  2. But does the Elementalist cast spells as Magic-User or not?

    1. The Elementalist does not cast spells. It gets the powers and abilities listed.

  3. I like that it gets spell-like abilities instead of spells. I could definitely see this class getting play. I also think it could be a nice fit for my Portsmaw setting.

  4. Elementals have elemental attacks, yes? That is, a Fire Elemental is particularly effective against enemies vulnerable to fire, yes?

  5. I really like this character class format for SWCL. It still has the simplicity, but offers something new at each level to make it fun. Still don't have to worry about choosing proper feats, what's the best combination, etc.