Wizard
Base Class: Wizard

"To command an element is not to wield it - it is to become it."

Elementalists do not simply study fire, ice, lightning, and other primal forces - they embody them. While most wizards learn the arcane as an external tool, the Elementalist fuses magic with a single, chosen element, forsaking all others. This is not mere specialization; it is a singular, unwavering devotion to an aspect of reality itself.
To an Elementalist, magic is not a means of shaping the world - it is the world. Fire does not burn because of heat alone; it is hunger, destruction, and renewal made manifest. Lightning is not just energy - it is speed, power, and raw celestial fury. Ice is both preservation and death, a stillness that outlasts time itself. This truth applies to all elements, and Elementalists are those who dare to align their very soul with the primal forces that shape existence.
Where others see elemental magic as a school of study, an Elementalist sees it as a calling - one that demands both sacrifice and strength.

Each Elementalist's origin is unique, shaped by a moment of transformation - a revelation that made them forsake all paths but one - the one of study towards their element.

A child, lost in the mountains, witnesses an eternal storm splitting the sky, its voice calling their name in the cracks of thunder.

A scholar, obsessed with the hunger of fire, sets their own spellbook ablaze, knowing they will never need any spell that does not burn.

A desperate medic, standing in a battlefield of poison and rot, draws breath - and does not die.

Whatever their origin, an Elementalist does not choose their element. It chooses them.

The life of an Elementalist is one of unyielding focus. Other wizards may dabble in multiple disciplines, but an Elementalist abandons all versatility for mastery. They do not waste time learning spells of varying damage types or multiple elements; all magic they cast bends to their chosen force. A spell that should freeze may instead burn, or a strike that should wound may corrode instead. The Weave itself bows to their will, reshaping all magic into the purest expression of their element. Such devotion does not come without its trials. Elementalists are often misunderstood, even feared, by other spellcasters. To them, an Elementalist is reckless - an arcane zealot who has willingly forsaken a fundamental tenet of magic: balance. They warn that a wizard should never become a conduit for only one force. But Elementalists do not heed these warnings. To them, power and knowledge mean nothing without conviction.

Elemental Affinity

At 2nd level, you choose one element that defines your magic:
Fire, Ice, Lightning, Thunder, Poison, or Acid.

All spells you cast that deal damage now deal this type of damage, regardless of the spell’s original type.

Control & utility spells now deal damage of your chosen element equal to your Intelligence modifier when they successfully affect a creature. (e.g., Hold Person would deal damage when it paralyzes a target, even allies.)

Acid Elementalist

"Nothing endures. Nothing remains."
Acid is not merely destruction—it is dissolution, unmaking, the destruction of permanence. Walls crumble before it. Armor dissolves. The strongest weapons turn to useless slag. An Elementalist of Acid does not simply break their enemies. They erase them. A master of this path knows that nothing is eternal. All things rot. All things fade. The difference between them and the world? They do not wait for time to do the work. They do it themselves.

An Acid Elementalist is terrifying in method. Their fingers shine with the focus of their fervor, lacking hair and prints, and the acrid smell of the reactions follow them whenever they cast their spells.

Flame Elementalist

"The only truth of fire is that it always wants more."
Fire is not merely heat. It is hunger. It consumes, devours, and never rests. To walk the path of Fire is to embrace destruction and renewal, for the two are one and the same. An Elementalist who wields fire is not just a conjurer of flame - they are the blaze, burning away all that stands before them. A master of this path is never cold. Never still. They are a living pyre, a force of endless motion and searing passion. Some call them destroyers, others visionaries - yet all know that once an Elementalist of Fire is unleashed, there is no stopping them.

As a Flame Elementalist, all of your spells require the somatics of Fire: Your hands glow; embers and ash drip from your fingertips as your spells are wrought from the flame, and your verbal components are laced with smoke and sparks as you speak them.

Ice Elementalist

"Fire may consume, but Ice endures."
Ice is not merely cold - it is absolute. It is the quiet, the stillness, the patience of the grave. Ice does not rage or hunger - it waits. It preserves. It outlasts. An Elementalist of Ice is not a raging blizzard - they are the creeping frost, unstoppable, unyielding, unbreakable. A master of this path is cold in all things - mind, body, and soul. They do not act impulsively; they strike when the time is right, and when they do, it is already too late. Where fire rages, Ice simply waits for the embers to fade to ash.

As an Ice Elementalist, all of your spells begin with the somatics of Ice: Your clothes and armor glisten with frost, the sound of crackling ice resounds from your fingertips as you perform your somatics, and your breath is endlessly fogging the air in front of you.

Lightning Elementalist

"I do not throw lightning. I am the storm."
Lightning is not merely energy - it is momentum, inevitability, and divine wrath. It does not crawl, creep, or hesitate. It strikes, and it destroys. Those who wield it must be faster than thought, more decisive than kings, and as untouchable as the sky itself. An Elementalist of Lightning does not cast spells. They release power. A master of this path moves like the wind before a hurricane, strikes like the judgment of the gods, and vanishes before the world can react. They are never where they were a moment before, and their enemies fall before they even realize they’ve been struck.

As a Lightning Elementalist, your magic crackles and shines with electricity. Arcs of energy dance between your fingertips and hands, and there is no question of your magical affinity when your voice hums with the power of the storm as you speak your incantations.

Poison Elementalist

"I am already within you."
Poison is not just a toxin - it is corruption, inevitability, the patient killer. It is subtle, insidious, and ever-present. Those who fear fire or ice can seek shelter. There is no shelter from poison. It seeps through cracks, lingers in breath, and waits for its moment to strike. A master of this path is never in a hurry. They do not need to win today or tomorrow. They win eventually. Their enemies cough, stagger, weaken, wither, and then - only then - do they realize the battle was over before it even began.

A Poison Elementalist is subtle in all things, including their somatics. The hints are discrete - a thin oil on their skin; a sickly-sweet scent of flowers in the air. When they speak their verbal components, a fine cloud of green mist emerges from their lips. Difficult to spot, difficult to resist.

Thunder Elementalist

"You hear thunder. I am thunder."
Thunder is not just sound - it is power made known. It is the voice of storms, the will of the sky, the echo of titans. A Thunder Elementalist is not a silent killer or a subtle manipulator. They announce their presence with every spell, every step, every breath. Where they walk, the ground shakes. When they speak, mountains tremble. A master of this path does not whisper - they command. Their magic is not about precision, but overwhelming force. They do not strike a single target - they shake the world around them, crushing all in their wake. They do not ask for silence - they demand to be heard.

As a Thunder Elementalist, sound is your power. Every gesture you make, every sharp motion of your somatics hums with energy. Many of your spells emerge from your very lips, destructive or creative in nature.

Elemental Prowess

You are a true master of your chosen element:
Whenever you cast a damaging spell of your chosen element, it cannot deal less damage than your Wizard level.

Elemental Mastery

At 6th level, you have learned to absorb and retaliate with your element. Once per long rest, when you take damage of your chosen type, you can use your reaction to:

  • Cast Absorb Elements without expending a spell slot.
  • Immediately make a spell attack against a creature within 60 feet, dealing half the damage you absorbed (rounded down).
  • Alternatively, you can absorb the energy further and regain a spell slot.
    The spell slot level regained is based on the nearest 10s value of the damage absorbed, rounded down.
    (e.g., absorbing 37 damage restores a 3rd-level spell slot; absorbing 92 damage restores a 9th-level spell slot.)
    You do not gain an additional spell slot - this feature only restores a spell slot that you have already used.
    You can only regain a spell slot of a level you can cast. If you absorb more damage than your highest available slot, you instead regain the highest-level spell slot that you have expended.
  • When you reach Level 14, you can use Absorb and Retaliate once per Short or Long rest.

Additionally, you gain true mastery over your element:

  • You become resistant to your chosen element.
  • You ignore a target's resistance to your chosen element.
  • Creatures immune to your element are instead only resistant.
Acid Resistance

Your elemental mastery has granted you Acid Resistance.

Cold Resistance

Your elemental mastery has granted you Cold Resistance.

Fire Resistance

Your elemental mastery has granted you Fire Resistance.

Lightning Resistance

Your elemental mastery has granted you Lightning Resistance.

Poison Resistance

Your elemental mastery has granted you Poison Resistance.

Thunder Resistance

Your elemental mastery has granted you Thunder Resistance.

Elemental Form

At 10th level, your elemental nature has grown stronger, affecting how your spells manifest:

  • When you cast a spell, all creatures of your choice within 10 feet take damage of your element equal to your Intelligence modifier.
  • This occurs before the spell takes effect.
  • When you cast a spell that affects an area, you can double its radius. (e.g., Fireball’s 20ft radius becomes 40ft, Lightning Bolt widens to 10ft).

Incarnation of the Element

At 14th level, you fully embody your chosen element.

  • You are immune to your chosen damage type.
  • Absorption & Retaliation can now be used once per short rest.
  • Once per long rest, you can, as a bonus action, enter a state of pure elemental fury for 1 minute:
    • Your spells of your element automatically deal max damage on the first damage roll each turn.
      You hover, immune to falling damage, and gain a flying speed of 60 feet.
      Enemies that hit you in melee take your Intelligence modifier in elemental damage.
    • At level 18, Elemental Fury can be used once per Short or Long rest.
Acid Immunity

You are now one with your element, granting immunity to Acid damage.

Fire Immunity

You are now one with your element, granting immunity to Fire damage.

Ice Immunity

You are now one with your element, granting immunity to Cold damage.

Lightning Immunity

You are now one with your element, granting immunity to Lightning damage.

Poison Immunity

You are now one with your element, granting immunity to Poison damage, and you cannot suffer the Poison condition.

Thunder Immunity

You are now one with your element, granting immunity to Thunder damage.

This feature does not exist

DNDBeyond won't work unless I make this stupid dummy feature, don't look at it

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2025 10:05:08 PM
19
1
1
Coming Soon
The Elementalist Image

Comments

Posts Quoted:
Reply
Clear All Quotes