Druid
Base Class: Druid

Elemental Mastery.

Starting at 2 level, you may change any elemental damage type dealt by your spells to another type, but only if they deal one of the following: Cold, Electricity, Fire, and Thunder.

Elemental Shock

 Also starting at level 2 you gain acess to new elemental spells, which are spezified in the Elemental Arts column. Also you gain the special "Elemental Shock" Spell.

Elemental Wrath

 At 6nd level, you learn to wield the powers of the elements with unchecked ferocity. When you roll for any type of damage that is either cold, electricity, fire, or thunder and a damage dice of an spell attack is a 1 or 2, you can roll an additonal damage die (for every 1-2 you rolled) equivalent to the damage dice you rolled for the spell and add it to your total damage roll. You can use this feature 2 times until a short rest.

Elemental Mastery

Starting at 10th level, you may critically hit with any ranged spell attack which deals  cold, electricity, fire, or thunder damage on a 19 and a 20, dealing double damage.

If the spell was a fire spell, the target is set on fire, which deals 1d6 damage every turn. The target can make an dexterity saving throw to negate this effect.

If the spell dealed electricity or thunder damage, the target is shocked, and has an disadvanatge on its next attack.The target can make an wisdom saving throw to negate this effect.

If the spell dealed frost damage, the target is frozen and cant use its movement action the next turn. The target can make an constitution saving throw to negate this effect.

 

Bonded Elemental

 Starting at 14th level, you may conjure an elemental and render its duration permanent. If the elemental dies, you can perform the ritual again to summon another. This elemental does not require concentration to maintain, but acts as normal as per the Conjure Elemental spell.

 

 

Elemental Art Spells

1st Fog Cloud, Chromatic Orb

2rd Flaming Sphere, Shatter

3th Fire Ball, Lightning Bolt

4th Fire Shield

5th Cone of Cold, Cloudkill

 

 

 

 

Elemental Mastery

Elemental Mastery. Starting at 2 level, you may change any elemental damage type dealt by your spells to another type, but only if they deal one of the following: Cold, Electricity, Fire, and Thunder.

Elemental Shock

You gain acess to the first level of Elemental Shock Spell.

 

Level: 1st

Casting Time: 1 Action

Range/Area: 30 ft

Components: V, S

Duration: Instantaneous

School: Evocation
 
 
 

You send a resounding burst of elemental energy, dealing 2d6 damage from any of the three types you declare upon casting: Wind, Fire,  Electricity, Frost or Earth. Depending on the element, the target is affected by the following, until the beginning of their next round. With a successful Stamina saving throw, the target resists the secondary effect, and halves the initial damage.

Wind. The target is pushed 10 feet in any direction you choose.

Fire. The target takes additional 1d6 fire damage

Electricity. The target takes disadvantage to attack rolls.

Frost. The target loses 10feet of movent the next turn.

Earth: If used against a target that is spellcasting or who casts a spell in same turn after being hit, it imposes disadvantage to the creature’s required Stamina save to maintain the spell, or any check to concentrate while being hit.

 

Heightened. The initial damage increases by 1d6 per level above 1st.

 

 

Elemental Wrath

At 6nd level, you can learn wield the power of the elements with unchecked ferocity. When you roll for any type of damage that is either cold, electricity, fire, or thunder and a damage dice of an spell attack is a 1 or 2, you can roll an additonal damage die (for every 1-2 shown) equivalent to the dice you rolled for the spell and add the damage to your roll. You can use this feature 2 times until a short rest.

Elemental Mastery

Starting at 10th level, you may critically hit with any ranged spell attack which deals  cold, electricity, fire, or thunder damage on a 19 and a 20, dealing double damage.

If the spell was a fire spell, the target is set on fire, which deals 1d6 damage every turn. The target can make an dexterity saving throw to negate this effect.

If the spell dealed eletricity or thunder damage, the target is shocked, and has an disadvanatge on its next attack.The target can make an wisdom saving throw to negate this effect.

If the spell dealed frost damage, the target is frozen and cant use its movement action the next turn. The target can make an constitution saving throw to negate this effect.

Bonded Elemental

Starting at 14th level, you may conjure an elemental and render its duration permanent. If the elemental dies, you can perform the ritual again to summon another. This elemental does not require concentration to maintain, but acts as normal as per the Conjure Elemental spell.

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