Base Class: Wizard
The school of Elemental Augmentation focus on converting known spells affinities to suit a situation more. Mages of this school spend years studying the complex nature of a spell's creation. The mages of this school are capable of converting damage dealing spells to damage of a different type. With this type of magic some mages use the augmentation of their magic for offense or defense.
Elemental Redirection
Beginning when you select this school at 2nd level, As a reaction if you take Acid, Poison, Cold, Fire, Lightning, or Thunder damage you can rebuke the element back to the creature that targeted you. The creature must make a Dexterity Saving Throw against your spell save DC and takes damage equal to your 2 times your wizards level plus your Intelligence modifier. You can use this ability a number of times equal to your Proficiency bonus, that recharge expended uses at the end of a long rest
Augment Elements
Beginning at 2nd level, you can recraft your spells to produce a different elemental affinity. When you cast a spell that does damage with the type of Acid, Poison, Cold, Fire, Lightning, or Thunder, you can choose to change the damage type to either Acid, Poison, Cold, Fire, Lightning, or Thunder. The caster must make a DC 12 Arcana(INT) check, On a success the spell is converted to the chosen damage type, On a fail the caster must roll a d6 and the spells damage type is changed according to the roll as the conversion failed.
Elemental Fortification
Starting at 6th level, your knowledge of elements allows you to weave a quick barrier for defense. As an Action you can weave a barrier around yourself to gain resistance to a damage type till the end of your next turn. If you take damage or were going to take damage by the damage type that you gained resistance to the next damaging spell you cast you add your Intelligence modifier to one instance of damage that deals the same damage type that you gained resistance. The barrier lasts for 1 minute and if you use this ability again the previous effect dissipates. . You can use this ability a number of times equal to your Intelligence Modifier (Minimum of 1), all expended uses recharge at the end of a long rest.
Augmented Observation
Beginning at 10th level, As a bonus action, you can make a Arcana(INT) or Investigation(INT) check opposed by the target's Deception(CHA) check to determine either its vulnerabilities, resistances, or immunities. You can use this ability equal to you Intelligence modifier (Minimum of 1), you regain all expended uses at the end of a long rest.
Advanced Augmentation
Starting at 14th level, your knowledge of the spells and their creation is expanded. Your Elemental Redirection, Augment Elements, and Elemental Fortification now include Radiant, Necrotic, Psychic, and Force. You no longer roll to recraft the spell allowing you to have control over the spells damage type. Also your Elemental Redirection grants you Immunity to a damage type instead of a resistance and makes the additional damage granted by Elemental Redirection to 2 times your Intelligence modifier.
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