Wizard
Base Class: Wizard

Elemental Binders are wizards who forge bonds with minor elemental spirits, channeling the raw forces of nature through their magic and equipment. By binding a fragment of Air, Earth, Fire, or Water, they can shape spells, enhance weapons and armor, and even infuse themselves with elemental power.

Unlike other spellcasters, Elemental Binders treat elemental forces as living allies, responsive to their will and attuned to their intent. Through this bond, they can call forth familiars, augment their arcane damage, and eventually become conduits of elemental energy, turning the chaotic power of nature into a precise instrument of magic.

Bound Elemental

Beginning when you choose this tradition at 2nd level, you learn to bind a minor elemental spirit. You can speak, read, and write Primordial. At the end of a long rest, choose one of the following elements to bind into an elemental spirit: Air, Earth, Fire, or Water. This choice determines the elemental spirit's associated damage type:

Element Damage Type
Air Thunder Damage
Earth Bludgeoning Damage
Fire Fire Damage
Water Cold Damage

The elemental spirit is intangible, and manifests as swirling elemental energy around you. It can't be targeted, damaged, or affected by spells, and it takes no actions. You can change your bound elemental's form at the end of another long rest.

In addition, you add the find familiar spell to your spellbook if it isn't already there. When you cast the spell, you can choose for the familiar to take the form of a mephit matching your bound elemental: a dust mephit (Air), a mud mephit (Earth), a magma mephit (Fire), or an ice mephit (Water).

Air

Your spirit's element is Air. Its associated damage type is thunder damage.

Earth

Your spirit's element is Earth. Its associated damage type is bludgeoning damage.

Fire

Your spirit's element is Fire. Its associated damage type is fire damage.

Water

Your spirit's element is Water. Its associated damage type is cold damage.

Bind Spirit

Also at 2nd level, you can temporarily bind elemental spirits to objects and equipment. As a bonus action, you can touch a non-magical suit of armor, spellcasting focus, or weapon and bind a fragment of your elemental spirit to it for 10 minutes, until you are killed, or until you use this feature again. For the duration, the object becomes magical and gains one of the following effects:

Armor. A creaturing wearing it can reduce damage taken of your bound elemental's damage type by 1d6.

Focus. Once per turn, when a creature holding the focus casts a spell that deals your bound elemental's damage type, it can add 1d6 to one damage roll of that spell.

Weapon. Once per turn, when a creature hits a target with the weapon, it deals 1d6 extra damage of your bound elemental's damage type.

You can use this feature a number of times equal to your proficiency bonus per long rest.

The size of the die increases at 6th level (1d8) and again at 14th level (1d10).

Elemental Warding

At 6th level, your bound elemental softens the force of elemental energies intended to harm you. You gain resistance to your bound elemental's damage type. In addition, elementals have disadvantage on attack rolls against you, provided you are not incapacitated.

Bludgeoning Resistance (Earth)

You gain resistance to bludgeoning damage.

Cold Resistance (Water)

You gain resistance to cold damage.

Fire Resistance (Fire)

You gain resistance to fire damage.

Thunder Resistance (Air)

You gain resistance to thunder damage.

Master of Spirits

At 10th level, your control over elemental spirits deepens. You add conjure elemental to your spellbook if it isn't already there. You can cast this spell once per long rest without expending a spell slot, provided the summoned elemental matches your bound elemental's type. When you cast the spell in this way, if you lose concentration on it, the elemental does not become hostile towards you or your companions. Instead, it simply disappears.

Bind to Form

At 14th level, you can fully bind your elemental spirit to your own form, temporarily becoming a living conduit of elemental power. You add the following spells to your spellbook if they aren’t there already: investiture of flame, investiture of ice, investiture of stone, investiture of wind. As an action, you can cast one of these spells without expending a spell slot, provided it matches your bound elemental's type. When cast in this way, the spell does not require concentration, but the duration is reduced to 1 minute. Once you cast one of these spells in this way, you must finish a long rest before you can do so again.

Air

You can cast investiture of wind once per long rest, without expending a spell slot. When cast in this way, the spell does not require concentration, but the duration is reduced to 1 minute.

Earth

You can cast investiture of stone once per long rest, without expending a spell slot. When cast in this way, the spell does not require concentration, but the duration is reduced to 1 minute.

Fire

You can cast investiture of flame once per long rest, without expending a spell slot. When cast in this way, the spell does not require concentration, but the duration is reduced to 1 minute.

Water

You can cast investiture of ice once per long rest, without expending a spell slot. When cast in this way, the spell does not require concentration, but the duration is reduced to 1 minute.

Elemental Binder Image

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