Base Class: Wizard
It is perfectly sensible for a wizard to focus his studies on the traditional schools of magic. After all, the fundamental underpinnings of each of those schools makes it easy to build from one concept to the next. The fundamentals of Necromancy apply all the way through from preserving bodies to raising the dead. The fundamentals of Divination apply whether you're predicting the next few moments or foretelling the doom of a nation. The simple truth however, is that sometimes it is more rewarding to twist and mold the work of those who came before to suit your needs.
Elemental Logicians fiddle with the fundamental nature of spells in many schools to create something that suits their needs. A wizard who lives in a baking desert, surrounded by horrible beasts that are immune to fire has no need for the commonly accepted writings on Fireball. However, with a little forethought and arcane tinkering... well those beasts will react a little differently to a glacial detonation.
Elemental Logic
At 2nd level, when adopting this tradition, choose acid, cold, fire, lightning, poison, or thunder damage. When you prepare your spells each morning you may choose to prepare any number of your spells that deal damage as altered versions using the chosen damage type. You may also make this alteration to spells that are 'always prepared' and cantrips. You may choose to prepare the same spell twice if you would like access to it with multiple damage types. You may choose an additional damage type at 8th and 14th level, at 14th level your choices expand to include radiant, necrotic, force and psychic damage.
Acid
You may prepare your damage dealing spells as altered versions that deal Acid damage.
Cold
You may prepare your damage dealing spells as altered versions that deal Cold damage.
Fire
You may prepare your damage dealing spells as altered versions that deal Fire damage.
Force
You may prepare your damage dealing spells as altered versions that deal Force damage.
Lightning
You may prepare your damage dealing spells as altered versions that deal Lightning damage.
Necrotic
You may prepare your damage dealing spells as altered versions that deal Necrotic damage.
Poison
You may prepare your damage dealing spells as altered versions that deal Poison damage.
Psychic
You may prepare your damage dealing spells as altered versions that deal Psychic damage.
Radiant
You may prepare your damage dealing spells as altered versions that deal Radiant damage.
Thunder
You may prepare your damage dealing spells as altered versions that deal Thunder damage.
Elemental Experience
Starting at 2nd level, you gain resistance to the damage type chosen for Elemental Logic.
Offensive Applications
At 6th level, you add the Elemental Weapon spell to your spell book, it counts as a Wizard spell for you. When you cast this spell it gains the following benefits:
- You may select any of your elemental logic damage types for this spell.
- If you choose one of your elemental logic damage types, the dice used in this spell become d6s.
Potent Cantrips
Starting at 10th level, your damage dealing cantrips deal additional damage of your chosen type equal to your Intelligence modifier.
Elemental Snaring
At 14th level, your understanding of elemental energies allows you to snatch them from the air itself. When a ranged spell attack hits you, you can use your reaction to reduce the damage by 1d10 + your Intelligence modifier + your Wizard level, provided that you have a free hand. If the damage is of one of your chosen types, use a d12. If you reduce the damage to 0, you may use the energy to immediately cast a cantrip.
You may use this feature a number of times equal to your Intelligence modifier, you regain all expended uses after a long rest.
Previous Versions
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9/2/2019 3:33:30 PM
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42
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1.2
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Coming Soon
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9/3/2019 12:26:43 PM
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21
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0
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1.3
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Coming Soon
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