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
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2/2/2020 5:22:26 PM
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1.0
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Coming Soon
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If I were to give this subclass the revision that it deserves (since it's been years since I first made this) there'd be quite a bit that I would change and Elemental Control would be one of the first things to be updated. I'd probably do something like you choose an element to harness, then you can the damage of spells to that element instead of having free reign like it it with this version. It also opens up the ability for me to grant additional bonuses based on what element you are currently harnessing.
Conceptually this is cool but Elemental control is something that I dont like as is. I think easily hot swapping damage types is just too powerful, even OoS requires you have a spell of the same damage type in your spell book and of the same level. Since we are talking damage though something I thing would work well would be after a long rest the wizard pick an element and until the end of the next long rest all spells that are cast with a spell slot that deal that elements damage gain an extra die of damage. This prevents cantrips from scaling too fast and knocking their balance off and it adds to the idea of intensifying elements and making your elemental spells more potent also while avoiding making it too much by affecting all elements at once. Wizards are the planners after all so making them prepare and locking them into choices for the day is very thematic.
I did plan on revisiting this homebrew at some point, because my methodology has changed since I made this homebrew. With that said, currently I cannot include summon elemental because it's counts as licensed content. We're only allowed to publicly share content on DDB that's included in the Basic Rules and the Elemental Evil Player's Companion (and yes, that does mean I can't even use PHB content).
now that tashas is out you should replace conjure elemental with summon elemental