Base Class: Wizard
Wizards who practice elemental magic are experts at wielding elemental spells.
Elemental Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that can deal acid, cold, fire, lightning, or thunder damage into your spellbook is halved. additionally, you learn the primordial language, and your choice of the gust cantrip, the fire bolt cantrip, the frostbite cantrip, the shocking grasp cantrip, the acid splash cantrip, or the thunderclap cantrip.
Elemental Specialty
starting at level 2, you become a master at wielding spells of a certain elemental. choose acid, cold, fire, lightning, or thunder damage. you gain an ability based of of your choice.
Acid
when you deal acid damage with a spell of first level or higher, the target must make a constitution saving throw against your spell save DC. on a failed save, the creature becomes coated in acid for a minute. while coated in acid, a creature takes acid damage equal to your proficiency bonus at the start of each of its turns. a creature can use its action to make a medicine check against your spell save DC on the creature coated in acid, removing the acid on a success.
additionally, all objects take double damage when you deal acid damage with a spell to them.
Cold
when you deal cold damage with a spell of first level or higher, the target must make a constitution saving throw against your spell save DC. on a failed save, the creature has a minus 15 reduction to its speed, and has a disadvantage on all checks, attack rolls, and dexterity saving throws. this lasts for a number of rounds equal to your proficiency bonus. a creature may repeat the ave at the end of each of its turns, ending the effect on a success.
Fire
when you deal fire damage with a spell of first level or higher, the target must make a constitution saving throw against your spell save DC. on a failed save, the creature bursts into flames for a minute. while on fire, a creature must make a constitution saving throw against your spell save DC at the start of each of its turns, taking a number of d4s of fire damage equal to your proficiency bonus on a failed save, and ending the effect on a successful one. a creature can use its action to make a medicine check against your spell save DC on the creature in flames, putting out the flames on a success.
Lightning
When you deal lightning damage with a spell of first level or higher, the target must succeed on a constitution saving throw against your spell save DC, or be stunned until the start of your next turn. additionally, on a successful save, the creature cannot take reactions until the start of your next turn.
Thunder
when you deal thunder damage with a spell of first level or higher, the target is deafened for a minute. additionally, the target must make a constitution saving throw against your spell save DC, being knocked prone and pushed 10 feet away from you on a failed save.
Elemental Resistance
beginning at 6th level, you gain resistance to the damage type you chose at level 2. additionally, you have an advantage on saving throws against effects that deal acid, cold, fire, lightning, or thunder damage.
Empowered Element
when you reach level 10, you may add your Intelligence modifier to the damage rolls of spells that deal acid, cold, fire, lightning, or thunder damage.
Elemental Creation
starting at 14th level, you can create elementals out of their element. the conjure elemental is added to your spell book. additionally, once between long rests, when you have it prepared, you may cast it without expending a spell slot.
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