Wizard
Base Class: Wizard

The elements are semi-sentient allies; your spells are animated and may adapt mid-combat. 

 

You form pacts of balance with the raw elements, channeling their living consciousness.

Level 2: Elemental Bond

Choose one element: fire, cold, lightning, or acid. You gain resistance to that damage type.
When you cast a spell that deals that element’s damage, you may add your Intelligence modifier to one damage roll from that spell once per turn.

Level 6: Elemental Shift

 

Change your attuned element to another of the four(fire, cold, lightning, or acid). 1/short rest.

Level 10: Elemental Infusion

When you cast an elemental spell, you may change its damage type to another element that you are attuned to (no additional cost).

Level 14: Living Manifestation

You call forth an echo of the raw elemental spirit bonded to you, a living extension of your arcane will.

As an action, you summon your Elemental Reflection in an unoccupied space within 30 feet. It remains for 1 minute, acts on your initiative (immediately after your turn), and obeys your verbal commands (no action required by you). If you issue no command, it takes the Dodge action.

The reflection’s element matches your current Elemental Bond (fire, cold, lightning, or acid). It is not a full creature type, but a magical construct composed of living elemental energy. When it drops to 0 hit points, it dissipates harmlessly.

You can’t summon another reflection while one exists. You regain this ability when you finish a long rest.

Elemental Reflection

Medium Construct (elemental), neutral

Armor Class = 13 + your proficiency bonus
Hit Points = 40 + five times your Intelligence modifier
Speed 30 ft.; Fly 30 ft. (if lightning or fire), Swim 30 ft. (if acid or cold)

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 6 (–2)

Saving Throws Dex + your Prof; Con + your Prof
Skills Perception + your Prof
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunity Your chosen elemental type (fire, cold, lightning, or acid)
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., passive Perception 10 + Prof
Languages understands the languages you speak but can’t speak
Proficiency Bonus (PB) = your bonus

Actions

Elemental Strike. Melee Weapon Attack: + your spell-attack modifier to hit, reach 5 ft., one target.
Hit: 1d8 + PB + your Int modifier damage of your bonded elemental type.

Elemental Burst (Recharge 5–6). 30-ft-radius burst centered on itself; each creature you choose in the area must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 3d8 damage of your bonded elemental type, or half as much on a success. The Reflection then becomes inert (no actions) until the start of your next turn.

Traits

Bound to You.
The Reflection shares your concentration—if it would be forced to make a concentration check, you make it instead.

Linked Resistance.
When the Reflection takes damage, you can use your reaction to grant it resistance to that instance of damage; when you do, you take the same damage type (after resistance) as psychic damage.

Elemental Sympathy.
While your Reflection is active, you can cast spells that deal your bonded element’s damage as though they originated from the Reflection’s space.



Comments

Posts Quoted:
Reply
Clear All Quotes