You have an affinity for one of the elements. Whether you were born with it, or picked it up later, you learned to channel that energy into your attacks. You started training that energy at one of the many starter schools.
- Ability Scores: Dexterity, Wisdom, Charisma
- Feat: Feat: Origin
Prerequisites: Int, Cha, or Wisdom 13+Elementalism. You learn the Elementalism Cantrip.
Energy training. Choose one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder. Spells you cast, and attack rolls you make that deal the selected type of damage, ignore Resistance to damage of the chosen type. In addition, You have resistance to the chosen damage type. - Skill Proficiencies: Insight and Arcana
- Tool Proficiencies: Calligrapher's Supplies
- Equipment: Choose A or B: (A) 2 Daggers, Calligrapher's Supplies, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
Previous Versions
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