LGtC:Conclave of the Elements

From UESTRPG Wiki
A warden harnesses the power of the elements.

Conclave of the Elements

Harnessing the primal forces of the Mundas, the wardens of the Conclave of the Elements are exponents of the raw power of Nirn. Seeking elemental attunement, these wardens strive to embody the essence of their elements in both body and spirit. Some seek ever changing currents and excitement like that of electricity. Some ground themselves in solace and solitude like that of the stone. Others seek new birth, renewal and to bring about change like that of the flame. Others find the calm within the inner raging winds of their being like that of the cold. Whatever elemental attunement they strive for, members of the Conclave of the Elements are forces of great power.

Conclave of the Elements Features
Level Feature
2nd Elemental Attunement, Bonus Cantrip, Conclave Spells
6th Elemental Force
10th Destructive Elementalist
14th Elemental Form

Elemental Attunement

When you choose this conclave at 2nd level, you gain attunement to one element of your choice. Choose earth, flame, storm, or water. You can change your elemental attunement choice whenever you gain a level in this class. As you gain levels in this class, you gain benefits that are aligned with your choice of elemental attunement. You can only gain the benefits of one elemental attunement at one time. For example, choosing flame as your elemental attunement will only grant you the flame portion of the Bonus Cantrip feature.

Bonus Cantrip

At 2nd level, you learn one additional cantrip that is aligned with your choice of elemental attunement.

Earth. You learn the mold earth cantrip if you don't already know it.

Flame. You learn the produce flame cantrip if you don't already know it.

Storm. You learn the gust cantrip if you don't already know it.

Water. You learn the shape water cantrip if you don't already know it.

Conclave Spells

Your mystical connection with the elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to conclave spells connected with primordial powers of the wild. You only gain the spells that are aligned with your elemental attunement.

Once you gain access to a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you.

Earth

The most stoic of all elements, earth is, without question, a means of seeking solace in a world of chaos and discord. Wielders of the earth seek not to disrupt the world, but those who would cause nature harm, wielders of this element will sunder evildoers.

Earth
Warden Level Conclave Spells
3rd earthbind, earthen grasp
5th erupting earth, meld to stone
7th stone shape, stoneskin
9th transmute rock, wall of stone

Flame

The force of ever changing life, death, and rebirth, flames are often seen as simply a means of harm. But those who see the flame as it is, an embodiment of change, can wield it to ignite revolutions.

Flame
Warden Level Conclave Spells
3rd Aganazzar’s scorcher, scorching ray
5th fireball, flame arrows
7th fire shield, wall of fire
9th flame strike, immolation

Storm

The hum of life, the ebb and flow of currents and energy, harnessing the powers of the storm is often chaotic in nature, and unwieldy by those who lack the will to control it.

Storm
Warden Level Conclave Spells
3rd gust of wind, warding wind
5th lightning bolt, wind wall
7th resilient sphere, storm sphere
9th cloudkill, control winds

Water

The flow of nature is in constant flux between static and dynamic. Either liquid or solid, control over water often comes in either of these forms and can be wielded with devastating force.

Water
Warden Level Conclave Spells
3rd misty step, Snilloc’s snowball swarm
5th tidal wave, wall of water
7th control water, ice storm
9th cone of cold, maelstrom

Elemental Force

At 6th level, when you cast a spell from your elemental attunement’s conclave spells, targets of these spells are also subjected to additional harm. See the variant conditions in Appendix B of Legionnaire's Guide to Cyrodiil.


Earth. When a target that fails a saving throw from or hit by one of your conclave spells is also subjected to the staggered condition until the start of your next turn.

Flame. When a target that fails a saving throw from or hit by one of your conclave spells is also subjected to the burning condition until the start of your next turn.

Storm. When a target that fails a saving throw from or hit by one of your conclave spells is also subjected to the dazed condition until the start of your next turn.

Water. When a target that fails a saving throw from or hit by one of your conclave spells is also subjected to the chilled condition until the start of your next turn.

Destructive Elementalist

tarting at 10th level, when you deal damage with your chosen elemental type, you can add your Willpower modifier (minimum of 1) to the damage roll of any warden spell that you cast that deals this damage type. The damage bonus applies to one damage roll of a spell, not multiple rolls. Additionally, you gain resistance to your elemental attunement damage type.

Earth. The damage type is bludgeoning.

Flame. The damage type is fire.

Storm. The damage type is lightning.

Water. The damage type is cold.

Elemental Form

When you reach 14th level, your form becomes that of your chosen elemental attunement. As an action, you magically transform into an atronach that is associated with your element. This magical transformation lasts for 1 hour, and can be ended early as a bonus action. While in this new form, you assume the stats of the atronach of your elemental attunement. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest. (Refer to the Basic Rules appendix A and the Enemies of Elsweyr chapter 3 for atronach stats.)

While you are transformed, the following rules apply:

  • The new form can be any atronach whose challenge rating is equal to or less than the challenge rating listed in your elemental attunement below. Your game statistics are replaced by the statistics of the atronach, but you retain your alignment, personality, and Intelligence, Willpower, and Personality scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the atronach's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in your atronach form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your atronach form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. equipment that merges with the form has no effect until you leave the form.


Earth. You transform into either an iron, earth, or stone atronach with a CR of 5 or lower. At 18th level, you can transform into either an iron, earth, or stone atronach with a CR of 7 or lower.

Flame. You transform into either a cold-flame or flame atronach with a CR of 5 or lower. At 18th level, you can transform into either a cold-flame or flame atronach with a CR of 7 or lower.

Storm. You transform into either an air or storm atronach with a CR of 5 or lower. At 18th level, you can transform into either an air or storm atronach with a CR of 7 or lower.

Water. You transform into either a water or frost atronach with a CR of 5 or lower. At 18th level, you can transform into either a water or frost atronach with a CR of 7 or lower.