Wielders of the Four study the living forces of flame, tide, stone, and gale—not as servants of nature, but as negotiators with its most volatile powers. They are full spellcasters who excel at adapting elemental magic to the battlefield, shaping modest bursts of energy into protection, movement, and precise damage. Their elemental practices are flexible, but they do not replace the breadth or raw spell-slot power of a wizard or druid.
Full caster; adaptable elemental blaster, battlefield controller, and situational protector.
WFWielder of the Four
At a glance
Level
1
Proficiency
+2
bonus at this level
Uses
Hit die d8
PrimaryWisdomConstitution
Features
21, levels 1 to 20
1Level 1, reached
Spellcasting
You learn to channel elemental spellcraft. You gain Spellcasting as a full caster: choose two cantrips from the Wielder spell list, and prepare a number of 1st-level Wielder spells equal to your Wisdom modifier plus your Wielder level (minimum one). You use the standard full-caster spell-slot progression, regain expended slots on a Long Rest, and can change prepared spells when you finish a Long Rest.
Fourfold Practice
Choose one option from the Fourfold Practices list. You gain its benefit, and can change your choice whenever you finish a Long Rest.
2Level 2
Elemental Surge
You gain a pool of elemental surges equal to your Proficiency Bonus, regained when you finish a Long Rest. When you cast a Wielder spell that deals acid, cold, fire, lightning, or thunder damage, you may expend one surge to change all damage it deals to one of those types; once on each of your turns when that spell deals damage, add your Wisdom modifier (minimum 1) to one damage roll.
3Level 3
Elemental Calling
Choose a subclass, which grants features at Wielder levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Elemental Cantrips
You learn one additional Wielder cantrip. When you deal damage with a Wielder cantrip, you can change its damage type to acid, cold, fire, lightning, or thunder.
6Level 6
Elemental Calling Feature
You gain a subclass feature.
7Level 7
Second Practice
Choose a second option from the Fourfold Practices list. You can use only one Fourfold Practice option at a time; you may change your active option when you finish a Long Rest.
8Level 8
Ability Score Improvement
9Level 9
Elemental Nudge
When you use Elemental Surge, you can also move one creature you can see within 30 feet of you up to 10 feet horizontally, provided it is no more than one size larger than you. An unwilling creature can make a Strength saving throw against your spell save DC to resist.
10Level 10
Elemental Calling Feature
You gain a subclass feature.
11Level 11
Elemental Shelter
You have Resistance to one damage type chosen from acid, cold, fire, lightning, or thunder. You can change this choice when you finish a Long Rest.
12Level 12
Ability Score Improvement
13Level 13
Renewed Current
When you roll Initiative and have no elemental surges remaining, you regain one surge.
14Level 14
Elemental Calling Feature
You gain a subclass feature.
15Level 15
Piercing Element
When you cast a Wielder spell that deals one of the damage types available to Elemental Surge, you can expend a surge to ignore Resistance to that spell's damage type. This does not overcome Immunity.
16Level 16
Ability Score Improvement
17Level 17
Deep Reserves
When you roll Initiative and have fewer than two elemental surges remaining, you regain surges until you have two.
18Level 18
Force of the Four
When you use Elemental Nudge, you can move the target up to 20 feet instead of 10 feet. If the target fails its saving throw, you can also knock it Prone.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
Master of the Four
Once per turn when you expend an elemental surge, you can use its benefit without expending the surge. You can do so a number of times equal to your Wisdom modifier (minimum once), and regain all uses when you finish a Long Rest.
Core traits
Hit die
d8
Primary
WisdomConstitution
Saves
WisdomCharisma
Hit pointsHit Die: per Wielder level; Hit Points at 1st Level: 8 + your Constitution modifier; at Higher Levels: (or 5) + your Constitution modifier per Wielder level after 1st.
DefensesSpell save DC = 8 + your Proficiency Bonus + your Wisdom modifier; spell attack modifier = your Proficiency Bonus + your Wisdom modifier.
ArmorLight armor, medium armor, Shields.
WeaponsSimple weapons.
ToolsNone. Choose two skills from Arcana, Animal Handling, Insight, Nature, Perception, Survival, and Medicine.
Skill choicesArcana, Animal Handling, Insight, Nature, Perception, Survival, Medicine
ResourceSpell slots (standard full-caster progression) and elemental surges (Proficiency Bonus per Long Rest, with additional recovery at levels 13 and 17).
MulticlassingPrerequisite: Wisdom 13. When you multiclass into Wielder, you gain Light armor, medium armor, and Shield training. Use the multiclassing spell-slot rules; your Wielder levels count as full-caster levels. You prepare Wielder spells separately, using your Wielder level and Wisdom.
Spells and options
How it casts
Full Spellcasting using Wisdom.
You use the standard full-caster spell-slot progression and prepare Wielder spells after a Long Rest. At 1st level, you know two Wielder cantrips and prepare Wielder spells equal to your Wielder level plus your Wisdom modifier (minimum one); you learn one additional cantrip at level 5. The spellList is a thematic curated selection, not a replacement for the complete Wielder spell list; use the listed spells as the class's available spells.
Cantrips
1st- and 2nd-Level Spells
3rd- and 4th-Level Spells
5th- and 6th-Level Spells
7th- through 9th-Level Spells
Fourfold Practices
Choose one practice at 1st level, and a second at 7th level; only one is active at a time.
Stone's Sure Footing
You gain a Climb Speed equal to your Speed, and you have Advantage on ability checks made to climb natural stone.
Tide's Breath
You gain a Swim Speed equal to your Speed, and you can hold your breath for 1 hour.
Flame's Beacon
Once per turn when you deal fire damage with a Wielder spell, you can illuminate a 10-foot-radius area with harmless light until the start of your next turn.
Gale's Descent
You can cast Feather Fall without expending a spell slot once per Long Rest, and you always have it prepared while this practice is active.
Stone's Hand
You learn the Mold Earth cantrip. It counts as a Wielder cantrip for you and does not count against your cantrips known.
Tide's Hand
You learn the Shape Water cantrip. It counts as a Wielder cantrip for you and does not count against your cantrips known.
Subclasses
3
Ember Current
Turn flame into both warning and weapon.
At level 3, gain a themed elemental cantrip and a modest defensive benefit tied to your chosen element.
At level 6, empower a spell or improve a chosen elemental damage type.
At level 10, gain stronger protection from your element.
At level 14, gain a powerful once-per-Long-Rest expression of your element.
Tidekeeper
Guide the force that nourishes, carries, and overwhelms.
At level 3, gain water-oriented mobility and a protective current.
At level 6, improve spells that hinder or reposition enemies.
At level 10, gain a defensive reaction against elemental harm.
At level 14, unleash a broad surge of water or ice.
Root of the Mountain
Make the ground itself a steadfast ally.
At level 3, gain a stone-oriented ward and improved footing.
At level 6, strengthen spells that create barriers or difficult ground.
At level 10, gain resistance or stability against forced movement.
At level 14, raise a major earthwork or fracture a hostile position.
Playing one
What it is
Wielders of the Four study the living forces of flame, tide, stone, and gale—not as servants of nature, but as negotiators with its most volatile powers.
They are full spellcasters who excel at adapting elemental magic to the battlefield, shaping modest bursts of energy into protection, movement, and precise damage. Their elemental practices are flexible, but they do not replace the breadth or raw spell-slot power of a wizard or druid.
How to play one
Play as a prepared full caster who changes the character of a spell to meet the moment.
Use control, protection, and elemental damage rather than trying to outshine specialists at every task; your limited surges make each empowered spell a deliberate choice.
Make one
Personality
I listen to the weather before deciding what I think.
Ideal
Balance. No force should dominate every other force.
Bond
I carry a token from the place where I first survived an elemental disaster.
Flaw
I treat every problem as a force to redirect, even when patience or apology would work better.
Quirk
Tests the wind with a damp fingertip before entering a room.
Personality
I listen to the weather before deciding what I think.
I speak plainly, but describe danger in vivid natural metaphors.
I am calm in a crisis because panic never stopped a flood.
I am curious about how ordinary people adapt to harsh environments.
Ideals
Balance. No force should dominate every other force.
Stewardship. Power is a responsibility to the places and people affected by it.
Discovery. The world is a conversation, and every element has something new to teach.
Bonds
I carry a token from the place where I first survived an elemental disaster.
A former teacher believes my power is too dangerous to remain free.
I protect a community whose seasons or water supply have become unstable.
Flaws
I treat every problem as a force to redirect, even when patience or apology would work better.
I become distracted by dramatic weather or unusual geological signs.
I am wary of enclosed spaces where the elements cannot move freely.
Quirks
Tests the wind with a damp fingertip before entering a room.
Keeps a small, smooth stone in one pocket and a charred twig in another.
Pauses mid-conversation to listen for distant thunder or running water.
Uses phrases like 'let it settle' and 'find the current' in everyday advice.
In the world
Training
A Wielder usually begins as an apprentice to a practitioner, community order, or self-taught survivor of elemental upheaval.
Initiation involves learning to recognize elemental patterns, practicing safe cantrips, and making a personal vow about when not to use overwhelming force. The title is earned through demonstrated control, not a single ritual or inherited gift.
How others see them
Most people admire Wielders when their power protects a settlement, but fear them when storms, fires, or quakes are nearby.
Rural communities may welcome one as a mediator with the land, while officials often demand warning and oversight before elemental magic is used in populated areas.
Famous practitioners
Wielder of the FourSella AshwaterA wandering healer who quenched a volcanic fissure and still carries a coal that never cools.
Wielder of the FourOrun of the Still PeakA patient master said to have held a mountain pass against a storm for three days.
Factions
The Turning Hand
Itinerant mediators who help towns respond to floods, fires, and dangerous ground shifts.
The Quiet Confluence
A secluded fellowship that teaches restraint and studies old elemental disturbances.
The Gale-and-Tide Compact
A loose network of practical spellcasters who guide ships through hazardous weather and coastlines.
Regions
The Shattercoast
Coastal settlements where storms and tides are routine threats.
The Emberback Range
Mountain valleys shaped by avalanches, hot springs, and shifting stone.
The Glasswind Basin
Dry inland basins where water rights and sudden winds define daily life.
Character hooks
You were the sole survivor of a lightning-struck caravan and now seek the storm that spared you.
Your village's spring dried up, and you left to find the source of its lost waters.
A quarry opened beneath your home and awakened a fire that speaks in your dreams.
You were trained to calm destructive weather, but your mentor vanished during a failed rite.
You believe a famous elemental calamity was deliberately engineered, and you can read its lingering signs.
You inherited a compass that points toward whichever element is most disturbed nearby.
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