Base Class: Wizard
Much like the anarchs of Limbo, those who study in this subclass desire to shape reality to their will. Through experimentation with elements on the prime material plane in combination with the study of traditional arcane runes and innate psionic abilities, the fundamental nature of matter is unraveled. A school of magic evolved, in a realm between transmutation and conjuration, not creating something from nothing, but utilizing the energy already present to create anew. First, mastery of the elements, fire, earth, air, and water, understanding the place they hold, their structures, and how to control them. Next, learning how to break matter down into those elements, and combining them into a form similar to that of the elemental chaos. Lastly, harnessing the energy present in that chaos to shape it into it's new form, whatever that may be.
Elemental Experimenter
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as you replace the usage of certain runes for other you have utilized. The damage types that can be used for this feature are limited to Bludgeoning, Fire, Cold, Lightning, and Thunder, and the donor spell must only be capable of one damage type.
Elemental Practitioner
Beginning at 2nd level, you have practiced and begun mastery of the four elements. Choose one of the following cantrips to add to your spell list: Control Flame, Gust, Mold Earth, and, Shape Water. You gain another one of these cantrips at 4th, and any remaining at 6th level.
Elemental Mastery
At 6th level, your time working with the elements has become second nature and you can subconsciously alter materials around you. You can add your proficiency bonus to any saving throw that involves elemental effects or damage to you.
Minor Material Control
Starting at 6th level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. Additionally, now understanding the physical properties of items, you now know the Mending cantrip.
Material Control
At 10th level, you add the Fabricate spell to your spellbook, if it is not there already. You can cast Fabricate without expending a spell slot. While you maintain concentration on the fabricated item, the raw materials used for the spell can be any material matching the mass of of the item you are trying to fabricate. While maintaining concentration, the rules regarding craftsmanship can be disregarded as well. An item created ignoring either of these restrictions reverts back to it's original form when your concentration is broken.
Once you cast Fabricate in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Anarch
At 14th level, your understanding of elemental energies allows you to snatch them from the air itself. When you take elemental damage, you can use your reaction to reduce the damage by 1d8 + your Intelligence modifier + your Wizard level, provided that you have a free hand. 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.
You may replace any damage of the following types with necrotic damage for any spell you cast: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Psychic, Slashing, and Thunder.
You have advantage on concentration checks for Conjuration and Transmutation spells that do not summon other creatures, regardless of type, or modify a creature's body in any way. This includes concentration checks for any items created using your Material Control feature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/12/2020 5:58:38 AM
|
16
|
0
|
--
|
Coming Soon
|
|
|
12/1/2020 7:50:42 PM
|
15
|
0
|
--
|
Coming Soon
|
|
|
12/1/2020 8:00:40 PM
|
14
|
0
|
--
|
Coming Soon
|
|
|
1/5/2021 8:56:22 AM
|
19
|
0
|
--
|
Coming Soon
|
|
|
4/15/2021 12:19:15 AM
|
32
|
2
|
--
|
Coming Soon
|
Comments