Base Class: Wizard
A wizard that has studied the mastery of elements, and learned to fully harness them. Wizards of the School of Elementality do not fall under ordinary categorization, but instead are a breed of their own, utilizing the elements around them to further increase their power.
Elemental Expertise
The element you are most proficient and have the most practice in. This element becomes far stronger when wielded in your hands, and you can bring out its full potential. Additionally, you can cast any spell that uses this element, regardless of its class requirements, as long as you know and have prepared the spell.
Acridmancer [Acid]
You specialize in the element of acid. It takes you half the time to copy a spell with the acid element into your spellbook.
Cryomancer [Cold]
You specialize in the element of cold. It takes you half the time to copy a spell with the cold element into your spellbook.
Electromancer [Lightning]
You specialize in the element of lightning. It takes you half the time to copy a spell with the lightning element into your spellbook.
Forsmancer [Force]
You specialize in the element of force. It takes you half the time to copy a spell with the force element into your spellbook.
Necrotomancer [Necrotic]
You specialize in the element of necrotic. Not to be confused with necromancers. It takes you half the time to copy a spell with the necrotic element into your spellbook.
Pyromancer [Fire]
You specialize in the element of fire. It takes you half the time to copy a spell with the fire element into your spellbook.
Radiamancer [Radiant]
You specialize in the element of radiant. It takes you half the time to copy a spell with the radiant element into your spellbook.
Tempermancer [Thunder]
You specialize in the element of thunder. It takes you half the time to copy a spell with the thunder element into your spellbook.
Venomancer [Poison]
You specialize in the element of poison. It takes you half the time to copy a spell with the poison element into your spellbook.
Elemental Molding
[Level 3] Once per short or long rest, you change every damage type you deal from spells into one of the following: Lightning, Fire, Thunder, Acid, Poison, Cold, Force, Radiant, or Necrotic. This change stays and applies to any spell that you cast until you take a short or long rest. After a short or long rest, the damage types will be reset to what they were originally for each spell.
Lingering Elements
[Level 6] After you cast a spell of an element you choose, if it successfully hits the target, and the target is not resistant or immune to that element, that target must make a WISDOM saving throw against your spell save DC. If they fail, they take a unique effect depending on what element you chose.
Acid
Lingering Acid - The target's armour class is reduced by 1 for 2 turns.
Cold
Lingering Frost - The target loses its reaction, bonus action for 1 turn, and half its movement speed for its next 2 turns.
Fire
Lingering Flame - The target gets set on fire, and takes 1d4 (1d6 if they are wearing cloth or leather armour) fire damage until the fire is put out.
Force
Lingering Force - The target is knocked back 10ft, takes opportunity attacks from anything nearby.
Lightning
Lingering Charge - The target's movement speed is set to 0, and it is stunned for its next turn.
Necrotic
Lingering Death - The target cannot be healed for its next turn.
Poison
Lingering Poison - The target takes an additional 1d4 poison damage, and had disadvantage on its next saving throw.
Radiant
Lingering Radiance - The target is blinded, and the next attack roll against it has advantage for 1 turn.
Thunder
Lingering Thunder - The target is deafened and paralyzed for 1 turn.
Elemental Persistence
[Level 10] The following effects only apply if the elemental damage is dealt by you:
Any creatures that have immunity to an element you choose are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Acid
Any creatures that have immunity to acid are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Cold
Any creatures that have immunity to cold are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Fire
Any creatures that have immunity to fire are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Force
Any creatures that have immunity to force are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Lightning
Any creatures that have immunity to lightning are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Necrotic
Any creatures that have immunity to necrotic are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Poison
Any creatures that have immunity to poison are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Radiant
Any creatures that have immunity to radiant are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Thunder
Any creatures that have immunity to thunder are now resistant to it. If they originally had resistance, they now take normal damage from it. If they did not have immunity or resistance they are now vulnerable to it.
Property Shift
[Level 10] You can use Elemental Molding twice per short or long rest.
Elemental Mastery
[Level 14] You gain complete mastery and control over an element of your choice. You can finally bring out its full power, and utilize its potential.
Acid
You are now resistant to acid damage. You deal an additional 1d6 acid damage when you deal acid damage. When you deal acid damage, you can use a bonus action to cause a splash of acid to shoot out from where you hit and every creature in a 10ft sphere must make a DEXTERITY saving throw against your spell save DC; on a fail, they take 2d4 acid damage.
Cold
You deal an additional 1d6 cold damage when you deal cold damage. You are now resistant to cold damage. You can change the temperature of a 40ft sphere around you to any number that's both lower than the original temperature, and above -6 Celsius (21 Fahrenheit) as an action.
Fire
Your flames cannot be put out by non-magical means; you can extinguish them yourself with a bonus action. You are now resistant to fire damage. You deal an additional 1d6 fire damage when you deal fire damage.
Force
You are now resistant to force damage. You deal an additional 1d6 force damage when you deal force damage. Every time you successfully deal at least 1 force damage, you can use a bonus action to use the following ability: your target must make a CONSTITUTION saving throw against your spell save DC. If they fail, they are stunned for 1 turn.
Lightning
You are now resistant to lightning damage. You deal an additional 1d6 lightning damage when you deal lightning damage. When you cast a spell that uses lightning as its damage type (even if lightning is not its default damage type. This can still apply if you are changing the spell's element), the point where the spell last touched leaves behind a small lightning charge; as long you are within 120ft of it, you can use an action to explode the charge which creates a 15ft large sphere that deals 2d8 lightning damage (Plus your 1d6 lightning damage bonus)
Necrotic
You are now resistant to necrotic damage. You deal an additional 1d6 necrotic damage when you deal necrotic damage. When you deal necrotic damage, as a bonus action you can stop your target from healing for one turn if they fail a WISDOM saving throw against your spell save DC.
Poison
You are now resistant to poison damage. You deal an additional 1d6 poison damage when you deal poison damage. When you deal poison damage, you can use a bonus action to inflict the poisoned condition on the target for one turn if they fail a CONSTITUTION saving throw against your spell save DC.
Radiant
You are now resistant to radiant damage. You deal an additional 1d6 radiant damage when you deal radiant damage. When you deal radiant damage, as a bonus action your target must make a CHARISMA saving throw against your spell save DC; if they fail, they become petrified until the start of your next turn.
Thunder
You are now resistant to thunder damage. You deal an additional 1d6 thunder damage when you deal thunder damage. When you deal thunder damage, as a bonus action you can inflict the deafened condition on your target for one turn if they fail a WISDOM saving throw against your spell save DC.
Previous Versions
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3/14/2024 5:18:57 PM
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4
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1
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Coming Soon
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4/8/2024 4:57:24 PM
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5
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1.5
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Coming Soon
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