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But you can always flavor a Class around a theme.
A Druid with a dip in Barbarian could be considered a Shaman with a Rage induced Trans.
A Dragon bloodline/Wild magic Sorceror could be considered a Shaman, cause he lets the powers of Nature course through him.
Its like saying i want to play a Pirate, and you choose a Swashbucler Rogue, give him a Tricon and a Parrot and voila.
There is enough subclasses and multiclassing options, that you can "Virtually" play anything you fancy as a class( there is still limitations tho)
Not really. It's a class in Baldur's Gate 1 and 2, but not in D&D 5th Edition so it's not likely going to be in Baldur's Gate 3.
As for elementalist, there already is a school of magic for that in the wizards subclass. Evocation.
Here's a youtube video that is 30 seconds that explains all the schools of magic that wizards can do.
https://www.youtube.com/watch?v=RCzFFwKin3E&list=FLp6yc_qLQmuAI8RNIVU83fw&index=7
But 5e booted the 4e shaman with spirit companion.
It’s not in 5E, which is what BG3 is based off of. It would be cool if it’s in, but it is unlikely.
https://www.dandwiki.com/wiki/Shaman_(5e_Class)
A homebrew page.
They could have write: Shaman (Homebrew 5e Class) then I would have check google translate. :-)
You've got a few options.
Remember DnD is about interpreting the rules, not how they're set in stone.
Wizard - he can be elementally focused, but all wizards are people that obtain their power through knowledge and study. So maybe not what you want.
Sorcerer - they're possessed by magic that flows through their veins like water in a river. They're great to rp as elementally focused characters and the game encourages you do to so, with subclasses like the storm sorcerer.
Druid - they're not so hot on pure magic but their role in nature can be a nice focal point of their elemental mastery.
Monks - again less magic focused, but they do work strictly with elements. Y'know, typical kung-fu movie with water bending, huge air assisted jumps, etc? That stuff.
In 5e you no longer have to do the dual thing for druids. In the PBH you have the Circle of the Land and Circle of the Moon Druid. The Land druid is your nature caster focused subclass and the Moon druid is focused on the wild shape ability.
For clerics the Light domain give access to some fire based spells, Nature give access to druid like plant and animal base spells, and Tempest has lightning and thunder based spells.
Evocation subclass wizard is good for the Elementalist cause they get some nice features that work nicely with the wizards damaging spells.
BG1 has a shaman class -- it was kind of a messed up cleric derived class that could skip all its turns in order for you to have some weak meat shield 'spirit' summons appear to fight. If you attacked or anything, they poofed.
Original D&D 'classes' were meant to be 'templates'. Eg maybe you wanted a cleric, but you wanted a flavor towards being a hippie rather than an inquisitor. Enter the druid example specialized 'class'. Or say you wanted to be a warrior but a martial artist, not a tin can? Enter the monk flavor. Unfortunately, rather than take these examples and ideas to do your own thing from the ground up, many/most just took these as "these are whats in the handbook, those you can use".
so in tabletop RPG a good DM would either find a shaman class that someone already did and let you play it, or help you craft one from the cleric spell list + whatever your ideas are about it.
There are a great many old books with extra classes far beyond what you can get from the PHB etc. I had a mod in NWN that put in like 200 classes that people had created.
I wouldn't expect it in video games, unless you are allowed to mod up a class from scratch, though. And not until well after game is fully published.
the good news is that with the web, someone probably has made anything you can think of and you can use that as a starting point.