Base Class: Wizard
Subclass allows you to chose a damage type when preparing spells. All fire spells do that type of damage instead. As you level you gain Elemental Improveration points at a rate of 1/2 wizard level (rounded down) to do other things as well.
Fire Avoidance
Beginning when you select this school at 2nd level, any spell that you cast that would deal fire damage is instead cast with another element. Every time you prepare your list of spells, also choose an accompanying damage type. Any fire spell cast has its damage type changed to the chosen element until you choose another after a new spell preparation.
Additionally, the gold and time you must spend to copy a Evocation spell into your spellbook that does not deal fire damage is halved.
Damage types available: Acid, Cold, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunderd to copy an evocation spell into your spellbook is halved.
Elemental Improvisation
Beginning at 2nd level, you can use a bonus action to change the damage type of a spell altered by your Fire Avoidance feature for another damage type of the same list. When you do so, the damage type is changed for just one casting, the spell damage returning to the original chosen type for the day. You can use this feature a number of times equal to half your wizard level (halved down). You regain all uses of this feature once you finish a short or long rest.
Grimoire Control
Starting at 6th level, you can even alter the spells you know that don't do fire damage. As a bonus action, you can spend two uses of your Elemental Improvisation to change the damage type of the next spell you cast for another one of the types listed on your Fire Avoidance feature. The change lasts for just one casting
Heat Denial
Become resistant to fire damage. As an action you can create a protective aura that is 10ft radius sphere around you and can chose creatures within it to gain fire resistance.
Overchannel
Starting at 14th level, you have studied and understood fire enough to respect it instead of fear it. When you use your Elemental Improvisation feature (or other feature that requires you to spend one use of it) you have the option to change the damage type to fire. The first time you do so, you suffer no adverse effects. If you use this feature again before you finish a long rest, you must make a Wisdom save dc 13. On a fail, you lose concentration, if you are not concentrating on any spell or other ability that requires concentration, you instead take 2d6 fire damage and cannot use this feature again in any way until you finish a long rest.
Additionally, at 14th level, the spells altered by you now ignore resistances.
Comments