Homebrew Elemental Wizard (Class) Species Details
Wizards that have extra power to the elemental features..
Elemental Wizard (Class) Traits
Fire, earth water and windClass Features
Hit dice - 1d6+Constitution
Primary ability - Intelligence or wisdom
Saving throws - Intelligence or wisdom and Constitution
Armor - Light armor
Weapons - Simple weapons
Tools - rune kit
Skills - Choose two from Arcana, Nature, Perception, Survival, History, Insight
You have access to the wizards spell list, Intelligence or wisdom is your modifier for these spells..
Spell table.
| Level | spells prepared | Cantrips Known | —Spell Slots per Spell Level— | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
3 4 5 6 6 7 7 8 8 10 10 11 12 12 13 13 14 14 15 16 |
3 3 4 4 5 5 5 6 6 6 7 7 8 8 8 8 8 9 9 10 |
2 2 3 3 3 4 4 4 4 5 5 6 6 7 7 8 8 9 9 10 |
1 2 2 3 3 3 4 4 5 5 6 6 7 7 8 8 9 |
1 2 2 2 3 3 4 4 5 5 6 6 7 7 8 |
1 1 2 2 3 3 4 4 5 5 6 6 7 7 |
1 1 2 2 3 3 4 4 5 5 6 |
1 1 2 2 3 3 4 4 5 |
1 1 2 2 3 3 4 |
1 1 2 2 3 |
1 1 2 |
|
(Level 1) Elemental Divinity
You choose an elemental affinity: Earth, Fire, Water, or Air. This choice defines your connection to the elements and grants unique abilities based on your selection.
- Earth: Resistance to bludgeoning damage, able to cast the mold earth cantrip as a bonus action.
- Fire: Resistance to fire damage, able to cast the control flames cantrip as a bonus action.
- Water: Resistance to cold damage, able to cast the shape water cantrip as a bonus action.
- Air: Resistance to lightning damage, able to cast the gust cantrip as a bonus action.
(Level 2) elemental casting
You can now add your chosen element into your spells. When casting a spell that deals damage, you can add 1d6 of damage of your elemental affinity’s type (bludgeoning for Earth, fire for Fire, cold for Water, or lightning for Air).
This can be done a number of times equal to your intelligence modifier bonus per long rest.
This scales to -
Level 6 - 2d6
Level 9 - 2d8
Level 14 - 3d8
(Level 3)Affinty Form
Once per long rest, as a bonus action, you can temporarily take on an aspect of your chosen element. This form lasts for 1 minute, granting the following benefits based on your elemental affinty:
- Earth: You gain temporary hit points equal to your Intelligence or Wisdom modifier + your level, and your AC increases by 1 as your body hardens.
- Fire: Your spells that deal fire damage ignore resistance, and creatures that hit you with a melee attack take 1d6 fire damage.
- Water: You gain the ability to breathe underwater and swim at a speed equal to your movement, as well as advantage on Stealth checks in fog or mist.
- Air: You gain a fly speed equal to your movement, and ranged attacks made against you have disadvantage.(you can stay flying for a total of 10 minutes)
These abilities scale when you reach level 8 to:
- Earth: You and any allies with 20ft gain temporary hit points equal to your Intelligence or Wisdom modifier + your level, and everyone's AC increases by 1 as all your bodies hardens.
- Fire: Your spells that deal fire damage ignore resistance, and creatures that hit you with a melee attack take 2d6 fire damage.
- Water: You gain the ability to breathe underwater and swim at a speed equal to your movement, as well as advantage on Stealth checks in fog or mist. Additionally any attacks you make that deal cold damage will do an additonal 1d8.
- Air: You gain a fly speed equal to your movement, and ranged attacks made against you have disadvantage. Additionally any lightning damage deals an extra 1d8 (you can fly up to an hour)
(Level 6) Surge
You can unleash a surge of elemental power. As an action, you channel a burst of elemental energy in a 30-foot radius around you. Each creature in the area must make a Dexterity saving throw or take 2d8 damage of your element’s type, half as much on a success.
At level 8 you may store this surge in a willing ally of your choice, and activate it as an action on a upcoming turn..
The damage increases to 3d8 at level 10, and 4d8 at level 16.
Once you use this ability, you cannot do so again until you finish a short or long rest.
(Level 9) Elemental Adaption
You’ve grown more attuned to the flow of elemental energy. You gain an additional resistance based on your affinity:
- Earth: Resistance to piercing damage.
- Fire: Resistance to radiant damage.
- Water: Resistance to acid damage.
- Air: Resistance to thunder damage.
Additionally, your Elemental Form now lasts for 10 minutes.
(Level 13) Split Affinty
Your mastery over the elements grows, allowing you to gain a second elemental affinity.
Choose a second element, and you gain its resistance and cantrip, as well as the ability to swap damage types between both elements when you cast spells.
You also gain acces to the additional elemental form but can only be in one at a time..
(Level 17) Ascension
You’ve achieved true mastery over the elements, allowing you to permanently maintain aspects of your elemental forms. You gain one passive benefit based on your affinity:
- Earth: You have a permanent +2 to your AC, and your movement speed is unaffected by difficult terrain.
- Fire: You have immunity to fire damage, and you may reroll all 1s rolled on fire damage.
- Water: You can breathe underwater, gain immunity to cold damage, and can move across water as if it were solid ground.
- Air: You have a permanent flying speed equal to your walking speed, and immunity to lightning damage.
Additionally, when using your Elemental Surge, you can choose to deal damage from both of your affinities at the same time
(Level 20)Elemental Avatar
You become a living embodiment of elemental power. Once per long rest, you can transform into an "Elemental Avatar" for 1 minute, embodying all four elements. While in this form:
- You gain the benefits of all elemental forms.
- You have immunity to bludgeoning, fire, cold, and lightning damage.
- You can use surge without expending a use, dealing an extra 3d8 damage in a 60-foot radius.
When this form ends, roll a constitution saving throw (DC = your own spell save dc) on a fail you gain two levels of exhaustion, on a success you gain one..
Previous Versions
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10/5/2024 12:25:30 PM
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