Wizard
Base Class: Wizard

Elementalists study the primordial magic connected to the elemental planes. You learn to alter the elemental effects of the spells you cast, and command the living elements in your service.

Elemental Savant

Starting at 2nd level when you choose this arcane tradition, you gain proficiency in the Arcana skill. In addition, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Elemental Ward

Starting at 2nd level, you can ward yourself from elemental damage. You can choose acid, cold, fire, lightning, or thunder damage when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance.

Transform Element

Beginning at 6th level, your intensive study of elemental energies allows you to substitute the elemental damage of a spell you cast for another type of elemental damage. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can use a bonus action to change the damage type to acid, cold, fire, lightning, or thunder damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) regaining all expended uses when you complete a long rest.

Elemental Binding

At 10th level you learn the conjure elemental spell, if you didn't know it already. When you cast the conjure elemental or conjure minor elementals spell you cannot lose your concentration as a result of taking damage.

If your concentration ends while concentrating on one of these spells, the elementals don't disappear. Instead, they defend themselves from hostile creatures but otherwise take no actions. If you lose concentration before the duration of the spell has expired, you can use an action to regain your concentration on the spell.

Conduit of the Planes

Staring at 14th level, you can attune to a plane of pure elemental energy. As an action, choose acid, cold, fire, lightning, or thunder damage. Spells you cast that deal damage of the chosen type gain the following benefits for 1 minute:

  • The spell's attack rolls are made with advantage.
  • Creatures have disadvantage on saving throws made to resist the effects of the spell.
  • The spell deals an additional 2d10 damage.

Once you've used this feature, you can't do so again until you complete a long rest.

Previous Versions

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