Elemental Ingenuity Image
Prerequisite: Requires Spellcaster with at least 1 known elemental spell or cantrip. Requires Wisdom and Intelligence score of 12 or higher. Requires race Dragonborn.
 

Prerequisite: Dragonborn, 12 INT 12 WIS, Spellcaster

Having been born with a natural ability and affinity for the element of your ancestry, you are able to understand the ins and outs of it more than one merely trained to cast a few spells with it. As it has been with you since your birth, your element is a core part of who you are as a person, not just a tool to be wielded.

You gain the following benefits:

  • You are able to change the elemental damage type of any elemental spell you cast to the same damage type as your breath weapon.  Any elemental effects of the original spell would change accordingly, such as Fireball would no longer set things aflame, but would coat in acid. (For example: Fireball could be made to be Acidball).
  • This feat will always use the element of the Dragonborn's breath weapon at character creation, and may not be changed. The long history and experience of the character with the element from birth is an important part of this feat's lore.
  • The esoteric nature of the way these spells are modified is an unteachable or unlearn-able skill. As such, Elemental Ingenuity spells may be imbued to enchant items or spell scrolls, but cannot be permanently memorized by others. (Subject to a DM's discresion.)
  • Only spells which are memorized and cast may be utilized this way. Items which cast spells such as a Wand of Fireball, or spells cast from scrolls, may not be modified by this feat. Exceptions to this rule may be made if the spells was originally prepared from memory, such as if an item stores memorized spells, or on spell scrolls created while the modified version is known.
  • You may not know the original spell and the modified version at the same time, this includes cantrips.  (If you know Acidball, you may not also know Fireball).
  • Changing from the original version to the Elemental Ingenuity modified version requires a Long Rest, this includes cantrips. (If you know Acidball, you may not also have Fireball prepared, if you know Firesplash you may not also have Acidsplash ready.)
  • Elemental Ingenuity spells do not count as taking up an additional spell slot for memorization purposes, as long as the original spell is known.
  • Modifying a spell may not exceed its original damage. Feats or other modifiers which would empower a normal spell of this type, such as Elemental Affinity, may still impact the cast. Example: Since Fireball original does 8d6 fire damage, Acidball would do no more than 8d6 total base acid damage.  Examples using Fireball as the original spell:

    • Acid - DEX - Acidball: For acid, 2/3 of the original damage remains base, where 1/3 becomes damage the target would take at the end of their next turn.
      Example: Acidball deals 6d6 initial acid damage, and 2d6 acid damage at the end of the target's next turn.
      • Objects may sustain durability damage from acid.
      • Saving throw changes to a Dexterity save, target takes half initial damage and no damage over time damage on a successful saving throw.
    • Cold - CON - Coldball: All damage is converted to cold.
      Example: Coldball deals 8d6 cold damage.
      • A creature killed by this modification becomes a frozen statue until it thaws, and surfaces and objects may become slippery with frost or ice.
      • Saving throw changes to a Constitution save, and target takes half initial damage on a successful saving throw.
    • Fire - DEX- Fireball: All damage is converted to fire.
      Example: Fireball deals 8d6 fire damage.
      • Flammable materials and creatures may be set on fire. A creature killed by this modification may become charred remains or ash.
      • Saving throw changes to a Dexterity save, and target takes half initial damage on a successful saving throw.
    • Lightning - DEX - Lightningball: All damage is converted to lightning. 
      Example: Lightningball deals 8d6 lightning damage.
      • The lightning ignites flammable objects in the area that aren't being worn or carried.
      • Saving throw changes to a Dexterity save, and target takes half initial damage on a successful saving throw.
    • Poison - CON - Poisonball: For Poison, 2/3 of the original damage remains base, where 1/3 becomes damage the target would take at the end of their next turn.
      Example: Poisonball deals 6d6 initial poison damage, and 2d6 poison damage at the end of the target's next turn. 
      • Applicable targets are considered poisoned.
      • Saving throw changes to a Constitution save, and target takes half initial damage and no damage over time damage on a successful saving throw. 
    • Modified spells use the saving throws outlined above.
    • Modified spells should be marked as "*EI" in your spell book. Such as "Acidball *EI", to prevent confusion with any other similarly named spells.
      • When choosing new spells while having this feat, if you plan on using a *EI version of a spell it should be written down and ironed out as a fully fledged spell. The spell must them be given to the DM to review prior to its use.
      • As with all things, DMs have the final say on any damage values or properties of the spells. The rules outlined above are intended as a base guidelines. Where applicable, the DM may remove damage by removing or lowering the die amount for *EI spells for balancing purposes.

 

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11/28/2019 1:57:06 AM
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Elemental Ingenuity Image

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