Base Class: Wizard
As you began learning the basics of how to use magic, all the books told you to focus on the fundamentals of arcane spells: Fire, ice, and lightning. While many wizards take this as a starting point and eventually branch out to specialize in all types of spells, you instead decided to commit your time and study to these fundamentals: Becoming a master of the Arcane Trifecta.
Bonus Cantrips
When you select this tradition at 2nd level, you learn two additional cantrips of your choice, from, any spell list, which deal cold, fire, or lightning damage. These cantrips are considered wizard spells for you but don’t count against the number of cantrips you know.
Abecedarian Arcanist
Also at 2nd level, through meticulous research and foreplanning, you can adapt your spells and repurpose them for new uses.
When you add a spell which deals cold, fire, or lightning damage to your spellbook, you can spend an additional 50gp per level of the spell to augment it in your spellbook, creating a new spell. Choose a different damage type from that list, and change the damage type dealt by the spell to match your choice.
A spell augmented in this way can only be used in its new form, and not in its original form. You can add the same spell to your spellbook more than once, provided the spell’s damage type is different each time. If the same spell appears in your spellbook multiple times in this way, each variant of the same spell counts as an entirely dierent spell, and therefore must be prepared separately.
When you reach 10th level in this class, spells do not cost any additional gold to augment if you already have the spell in your spellbook. You must still take the time to add an additional copy of a spell to your spellbook and must still prepare the spells separately.
Elemental Affinity
Starting at 6th level, you feel the ebb and flow of ever-changing magic with you, which calls a different elemental energy with each passing day.
When you complete a long rest, roll a d6 and determine a damage type, as shown on the Elemental Affinity table below. You gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells which deal exclusively that type of damage
| 1-2 | Cold |
| 3-4 | Fire |
| 5-6 | Lightning |
When you reach 14th level in this class, this bonus increases to +2, and to +3 at 18th.
Additionally, when you cast a cantrip which deals cold, fire, or lightning damage, you can change that cantrip's damage type to match your elemental affinity.
DM Note
It is highly recommended that a player makes this roll after preparing their spells for the day, and not before. Knowing the result beforehand could allow them to exclusively choose spells which benefit from their elemental anity that day, and this has drastic balance implications.
The foreplanning required to prepare a variety of dierent spells is an integral part of what helps keep this feature balance
Weathering The Elements
At 10th level, your penchant for the elemental trifecta wards you against harm. While you have at least one spell prepared of 3rd level or higher which deals cold, fire, or lightning damage, you have resistance to that type of damage. In addition, you are immune to cold, fire, and lightning damage from any spell that you cast.
Impulsive Incantation
By 14th level, you can call upon your elemental might to imbue your spells with unmatched power. When you cast a spell which deals a type of damage matching your daily affinity, you can cast that spell as though you cast it using a spell slot of two levels higher (to a maximum of 7th level). When you cast a spell in this way, it ignores resistance to that type of damage and treats immunity to that type of damage as resistance.
Each time you use this, you must make a DC 10 Constitution saving throw. On a failed save, you lose the benefits of your daily affinity until you complete another long rest.
Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 1
Previous Versions
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