Base Class: Wizard
Your study is more of a journey through the natural world, a bit a sojourn from element to element. You begin your trek with a single elemental type and travel a path connected from point to point, learning all you can about the elements and how to manipulate them
Elemental Focus
When you choose this school at 2nd level, you must choose an element to focus on; choosing between acid, cold, fire, lightning, and thunder. Gaining the following benefits/restrictions for all of your focused elements:
- Resistance to the chosen damage type
- When casting a spell of a focused element and you roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.
- If a spell uses an element you are not focused on, you cannot cast it
- If a spell has options which include your chosen focus, you must choose it
When you reach 4th, 7th, 10th, and 15th levels, you may choose an additional, connected element type. Elements are connected as follows:
- Acid - Cold or Fire
- Cold - Acid or Thunder
- Fire - Acid or Lightning
- Lightning - Fire or Thunder
- Thunder - Cold or Lightning
Acid
Focus on the element of acid.
Cold
Focus on the element of cold.
Fire
Focus on the element of fire.
Lightning
Focus on the element of Lightning
Thunder
Focus on the element of thunder.
Elemental Affinity
Also at 2nd level, you gain proficiency in the Nature skill. Additionally, you may choose an element below to gain an affinity for, it does not have to be the same you chose for your focus. You may change one affinity each time you gain a level. At level 20, you may change one of your affinities each week. You gain one of the following benefits based on this choice:
Acid
When you deal acid damage to a target using a spell of 1st level or higher, the target has disadvantage on its next weapon attack roll
Cold
You gain a +1 bonus to AC as the moisture around you seems to protect you.
Fire
When you deal fire damage to a target using a spell of 1st level or higher, the target takes 1d4 fire damage at the start of each of its turns for each fire spell you have hit it with until it, or someone, uses an action to put out the flames.
Lightning
When you cast a spell of 1st level or higher that deals lightning damage, you may use your bonus action to ride the lightning. You instantly appear, without provoking an attack of opportunity, at an empty point you chose where the lightning touches.
Thunder
As a reaction to being hit with a melee attack, release a wave of thunderous force towards the attacker. The attacker must succeed on a Strength saving throw against your spell save DC or be pushed back five feet, and you take half of the damage from the attack.
Control the Elements
When you reach 6th level, you gain the ability to manipulate and control the elements at your disposal. When casting a single-target spell of 1st level or higher, as a bonus action, you may alter the damage type from a non-focused element to one of your chosen element types. This cannot be used to change damage types outside of the elements listed in the Elemental Focus feature. For example, if acid were a chosen element at 1st or 6th level you could not change necrotic to acid but you could change fire to acid.
You may use this feature a number of times equal to your Intelligence modifier (minimum one).
Additional Elemental Affinity
Beginning at 10th level, you may choose a second element to gain an affinity for, it does not have to be the same as one of your chosen focus elements, but you cannot choose the same affinity twice. You may change one affinity each time you gain a level. At level 20, you may change one of your affinities each week. You gain one of the following benefits based on this choice:
- Acid - When you deal acid damage to a target using a spell of 1st level or higher, the target has disadvantage on its next weapon attack roll.
- Cold - You gain a +1 bonus to AC as the moisture around you seems to protect you.
- Fire - When you deal fire damage to a target using a spell of 1st level or higher, the target takes 1d4 fire damage at the start of each of its turns for each fire spell you have hit it with until it, or someone, uses an action to put out the flames.
- Lightning - When you cast a spell of 1st level or higher that deals lightning damage, you may use your bonus action to ride the lightning. You instantly appear, without provoking an attack of opportunity, at an empty point you chose where the lightning touches.
- Thunder - As a reaction to being hit with a melee attack, release a wave of thunderous force towards the attacker. The attacker must succeed on a Strength saving throw against your spell save DC or be pushed back five feet, and you take half of the damage from the attack.
Combine the Elements
At 14th level, when using your Control the Elements feature, you may split the damage across multiple elements. When choosing to change the element of the spell you are casting, you may choose up to two elements you are focused on, splitting the damage between as many of the damage dice as you wish.
For example, when casting Fireball at 3rd level and focusing on fire and lightning, you could do 8d6 fire damage or you could split it up and do 3d6 fire and 5d6 lightning damage. If casting Fireball and not focused on fire damage, you may instead two of any other element you are focused on.
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