Base Class: Wizard
Many cultures do not divide magical power and spells into the familiar nine schools of magic. Athas and Zakhara are examples of worlds where magic is thought of more elementally. It is not a question of what the magic does, but rather where it comes from. Mages specializing in such a magical philosophy believe whole-heartedly in the superiority of their chosen element over the others and often consider wizards that use such magic to be lesser.
Elemental Province
At 2nd level, an Elemental Mage selects one of four elemental provinces - air, earth, fire, and water. Specialized in magics using its associated form of energy (lightning, acid, fire, and cold), the Elemental Mage gains great power and control over this chosen province. You can read, write, and speak the Primordial language. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
You also gain a tool proficiency dependent upon your chosen province.
- Air - Any musical instrument or Glassblower's tools
- Earth - Mason's or Potter's tools
- Fire - Cook's utensils or Smith's tools
- Water - Brewer's or Navigator's tools
Elemental Charge
Starting at 2nd level, an Elemental Mage begins each day with a reserve of elemental energy he can use to bolster his control over his chosen province. You have a number of elemental charges equal to your proficiency bonus. Elemental charges are used to produce a number of bolstering effects on your elemental magics or to defend yourself from the same element. You recover any expended uses after a short or long rest.
- Barrier - when an Elemental Mage is caught in an affect that inflicts damage associated with their chosen elemental province, he may use his reaction to spend a charge to give himself advantage to any saving throw to resist or avoid the damage.
- Accuracy - the Elemental Mage may spend a single charge to give a summoned or otherwise controlled elemental creature associated with his province advantage to one attack.
- Intensity - the Elemental mage may increase the damage of spells that inflict damage associated with his chosen province. He may increase the damage inflicted by one die per charge spent.
- Piercing - Your magic can bypass even the strongest defenses. You can spend an elemental charge to imbue a spell that inflicts damage of a type associated with your elemental province with the power to pierce resistance to the same damage.
Elemental Infusion
Beginning at 6th level, your body is suffused with elemental energy associated with your chosen province. You now have resistance to damage of the type associated with your chosen elemental province.
Additionally, your movement is charged with elemental energy. You gain the following benefit, according to your chosen elemental province as shown below.
- Air - your movement is not reduced by difficult terrain of any kind.
- Earth - you gain a climb speed equal to your base movement.
- Fire - you gain a 10 feet increase to your base speed.
- Water - you gain a swim speed equal to your base movement and the ability to breathe water
Elemental Superiority
Starting at 10th level, you gain additional control over your elemental province. When you use an elemental charge to bolster your magic, you gain the following functions.
- Barrier - If the effect allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Accuracy - the elemental has advantage on all attacks for a single round.
- Intensity - you may now add your Intelligence modifier to each die of damage added with this ability.
- Piercing - your magic now completely bypasses even total immunity to the damage type associated with your elemental province.
Elemental Apotheosis
At 14th-level, you can transform into an elemental being of immense power. As a bonus action, you gain the following benefits for 1 minute.
- you gain immunity to damage of the type associated with your chosen province. You are also immune to sleep, charm and fear conditions and have advantage on saving throws versus poison and disease.
- your melee attacks also inflict additional damage equal to your Intelligence modifier of a type associated with your chosen province. The also affects the attacks of all allies within a 30 foot radius.
- at the start of each of your turns, you regain 10 hit points.
Once you use this ability, you cannot use it again until you complete a long rest.
Additionally, if you roll for Initiative and have zero remaining elemental charges, you gain one charge.
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Posted Nov 4, 2022Issue when using the class. The pick an element choice at 2nd level doesn't work and gives you nothing to select. Without this the effects don't show up on the character. Consider fixing.