Wizard
Base Class: Wizard

The School of Elementalism, focuses on teaching a wizard how to master the primordial elements and to learn the lore of the elemental planes. Due to this school being a specialized Arcane Tradition, it is not known well to the general public with students often being mistaken as Conjures and Evokers.

Elemental Control

Beginning when you select this school at 2nd level, you learn how to control the elements of you spells. Whenever you cast a spell that deals, acids, cold, fire, lightning, poison or thunder damage, you can spend your bonus action to substitute that damage for any other damage type from that list.

Savant of the Elements

Starting at 2nd level, you learn primordial and you learn one of the following cantrips; Control Flames, Gust, Mold Earth, or Shape Water.

Additionally, whenever you make an Intelligence check related to elemental creatures, planes, or other elemental based knowledge, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Primal Ward

At 6th level, your time working with the elementals has granted you resilience to the elements. After you finish a long rest, you can choose one of the following damage types to gain resistance against; acid, cold, fire, lightning, poison or thunder.

Planar Control

Beginning at 10th level, you add the conjure elemental spell to your spellbook if it is not there already. When you cast conjure elemental, you do so as an action and are no longer required to conjure the elemental in its corresponding element (ex. water is no required to conjure a water elemental).

Elemental Symbiosis

Starting at 14th level, you have become a master of the elements and can attuned yourself to the elemental planes. As an action can enter a symbiosis with the elements to gain the following benefits for one minute;

  • When you roll for damage on spells that deal acids, cold, fire, lightning, poison and thunder damage, if the damage roll is lower than half, then it deals half the die number +1 damage. (ex. If you cast the fireball spell, the damage rolls cannot be lower than a 4.)
  • Spells that deal acids, cold, fire, lightning, poison and thunder damage ignore resistance.
  • You gain resistance to acids, cold, fire, lightning, poison and thunder damage.
  • You gain immunity to your primordial ward element.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/2/2020 5:22:26 PM
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