Wizard
Base Class: Wizard

This class is designed for the Rhythm of the Warsong campaign setting.

Since the Newtimes, magical studies into the nature of the Tempered Planes have been conducted, with the scholars of Anckerdemn being the frontmost leaders of this new era of magical knowledge. The Globe of Temperaments model of cosmology was eventually conceived and came to be accepted as true, with the Elemental Filters, planes embodying the purest form of each of the four elements, tempering each of the Outer Planes, influencing them with elemental might. With this discovery, the best wizards in Wintervale were able to create a new discipline of magic utilizing the Elemental Filters and their chaotic, yet contained powers. With their magic flowing through the Filters and infused with the power to shift and change elements, Temperamancy wizards have mastered elemental spells and can even take the power of the Temperaments into their own bodies.

Elemental Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals or mitigates acid, fire, cold, thunder, or lightning damage into your spellbook is halved. 

Elemental Shift

Starting at 2nd level, you have learned how to call upon the Elemental Filters to change the nature of your damaging spells. Whenever you cast a spell that deals acid, fire, cold, thunder, or lightning damage as part of its initial action, you can change the type of damage that the spell deals to acid, fire, cold, thunder, or lightning damage. When you do this, the spell also deals bonus damage (of the new damage type) equal to half your wizard level, rounded up.

If the spell deals multiple damage types, choose only one of the applicable damage types for this feature to affect. You cannot change the damage type a spell deals into the same damage type it already deals.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all uses when you finish a short or long rest.

Self Temperament

Starting at 6th level, you become able to attune your body to the Elemental Filters when you use elemental magic, granting yourself and your spells greater elemental affinity. Whenever you use your Elemental Shift feature to change the damage type of a spell, or when you use the absorb elements spell to resist damage, your Self Temperament changes according to the table below. The Self Temperament you change to is based on the damage type you changed a spell's damage into using your Elemental Shift feature, or the damage type which you gained resistance to via the absorb elements spell, according to the "Triggering Damage Types" column of the table below.

A Self Temperament persists for 1 minute or until it changes into a different Self Temperament. Each Self Temperament also makes you attuned to certain damage types, according to the "Attuned Damage Types" column of the table below. You are resistant to the damage of damage types you are attuned to, and spells you cast ignore resistance to damage types you are attuned to.

Self Temperament Triggering Damage Types Attuned Damage Types
Fire Temperament Fire Fire
Water Temperament Cold Cold
Earth Temperament Acid Acid, Poison
Air Temperament Thunder, Lightning Thunder, Lightning

 

Tempered Soul

Starting at 10th level, your Self Temperaments improve, each one granting you a new effect while you are affected by the respective Self Temperament, according to the table below.

Self Temperament Tempered Soul Effect
Fire Temperament Your damaging spells deal 2d6 bonus fire damage.
Water Temperament You have advantage on Dexterity saving throws and ability checks.
Earth Temperament Your AC increases by 3.
Air Temperament Your speed increases by 30 ft.

Additionally, due to your soul becoming intertwined with the Elemental Filters, you can cast the absorb elements spell at will as a 1st-level spell, without expending a spell slot, and it does not count against the number of spells you can prepare per day.

Invoke Filter

At 14th level, you become so invested into the powers of the Elemental Filters and Tempered Planes that you are able to temporarily call on power directly from the Filters themselves to destroy your enemies. As an action, select acid, fire, cold, thunder, or lightning damage. Your Self Temperament instantly changes to the respective Self Temperament based on the selected damage type, and then a number of creatures of your choice equal to your Intelligence modifier (minimum 1) within 80 ft of you must make a Dexterity saving throw against your spell save DC. A target takes 6d10 damage of the selected type on a failed save, or half as much damage on a successful one, as the power of an Elemental Filter crashes down upon them.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2020 6:13:55 PM
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Tempermancy (Rotw) Image

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