Base Class: Wizard
Elemental wizards bend the magic of their spells to turn them into powerful bursts of elemental energy.
Elemental Empower
starting at 2nd level, you are able to change the damage type of a spell to either acid, cold, fire, or lightning damage. If the spell's damage is already one of these types, you can instead choose to add one dice to the damage roll.
At level 12, you add 2 dice to the spell's damage roll instead of 1, and at level 18 you add 3 dice.
Elemental Reflection
Starting at level 6, at the end of a long rest, you can choose one damage type from acid, cold, fire, or lightning. You are resistant to that damage type, and if you are hit by that damage type, you can deal damage of that type equal to your wizard level to the attacker.
Elemental Recursion
Starting at level 10, if you hit a creature with a single target spell or attack that deals acid, cold, fire, or lightning damage, you can use your bonus action to cast the spell again, targeting another creature in range. Once you use this ability, you can't use it again until the end of your next long rest.
Elemental mastery
Starting at level 14, when you hit a creature with a spell that deals acid, cold, fire, or lightning damage, you can add an extra effect to the spell, based on what damage type it is. Effects from the same damage type do not stack. Also, a creature cannot have more than 2 of these effects active at the same time.
Acid. All creatures affected by the spell must make a constitution saving throw against your spell DC. If they fail, they are blinded for 1 minute. While blinded in this way, they have disadvantage on constitution saving throws.
Cold. All creatures affected by the spell must make a constitution saving throw against your spell DC. If they fail, their movement speed is halved. They repeat the save at the end of each of their turns, ending the effect on themselves on a success.
Fire. All creatures affected by the spell must make a constitution saving throw against your spell DC. If they fail, they take 1d8 fire damage every turn for 5 turns, or until they are completely submerged in water.
Lightning. All creatures affected by the spell must make a constitution saving throw against your spell DC. If they fail, they are stunned until the end of their next turn.
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