Base Class: Wizard
"I cannot control the elements, but perhaps, with enough practice, the elements could be altered. This magic could lead to absolute chaos, catastrophe and even bring elemental thrones to their knees. Alas, this is the way, magic is nothing but uncontrollable madness incarnate. I will spread this knowledge to each corner of Faerun, and bring the elements to their knees with my might!" - Renwick Caradoon, Studies on Chromatic Energy 5th edition.
With a knack for re-constructing effects and spells to do their wishes, the chromatic wizards of Caradoon are adept evocationists. This subclass grants a variety of effects relating to alternating the damage of evocation spells alongside various bonuses themed around the elements. At low levels, you can alter the damage of your evocation spells, followed by elemental shields, reactive damage resistance and to finalize it, a powerful ability that allows you to make an opponent vulnerable for a short duration with a powerful debuff.
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Evocational Re-Arrangement
Beginning at 2nd level, you can alter the effects of your Evocation spells, causing them to change their damage types. Whenever you cast a Evocation spell on your turn, you can expend uses of this ability equal to the 1 plus the spell slot's level, then, the damage type of the spell is then changed to one of the following types;
- Fire
- Lightning
- Acid
- Poison
- Cold
You can use this feature a number of times equal to 3 plus your Intelligence Modifier plus your Proficiency Bonus per long rest.
Elemental Endurance
Starting at 6th level, you extrude elemental energy around you, as a reaction you can cause it to gain shape and protect you. As a reaction, when you are about to receive Fire, Lightning, Acid, Poison or Cold damage, you can gain resistance to that damage type until the end of your next turn. You can use this feature a number of times equal to 3 plus your intelligence modifier per long rest.
Chromatic Saber
Beginning at 10th level, your magic is strong enough to form a magical blade. Whenever you cast a spell that deals Fire, Lightning, Acid, Poison or Cold damage, you can use your bonus action to draw the Chromatic Saber from your spellbook. The Chromatic Saber functions as a melee weapon, using your INT modifier instead of the STR modifier. You are proficient with the blade and it cannot be destroyed. If it is removed by dispel magic or removed from your hand by other means, it returns to the spellbook. The blade returns to the book at the end of the next round.
The Chromatic Saber deals an additional 2d6s of either Fire, Lightning, Acid, Poison or Cold, depending on the spell that was cast before you drew the blade. You can draw the blade a number of times equal to 1 plus your Intelligence modifier plus your proficiency bonus per long rest.
Invocation of Elements
Starting at 14th level, the elements surround you and you can call an Invocation to assist you in combat. When you start your turn within 20ft of a creature that failed a saving throw against your Evocation spell during the previous round, you can mark them with an Invocation of Elements. The creature must make a WIS save against your spell save dc. Upon failing the save, the creature comes under the effect of Invocation of Elements. You can only activate this effect once per round.
Invocation of Elements.
Upon them receiving Fire, Lightning, Acid, Poison or Cold damage for the first time this round, the enemy becomes vulnerable to that damage type until the end of the turn this activates.
This is treated as a magical debuff and can be removed by spells and effects. An enemy can only be affected by one Invocation of Elements at a time.
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