Base Class: Wizard
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Elemental Prodigy
Starting at 2nd level, you learn primordial and you learn one of the following cantrips: control flames, gust, mold earth, or shape water.
Additionally, whenever you make an Intelligence based checks related to elemental creatures or knowledge, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
All Elements Are One
Beginning at 6th level, your intensive study of elemental energies allows you to transmute the elements between states of being. 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 any of the same elements listed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Elemental Contemplation
At 10th level you have spent much time reflecting on the meaning of elemental harmony. When you complete a short or long rest, select one of the elements listed below and gain the associated benefit until you complete a short or long rest.
Air. Your movement speed is increased by 10 feet while unencumbered.
Earth. Your movement speed is not reduced by difficult terrain.
Fire. You can add your intelligence modifier to acid, cold, fire, lightning, or thunder damage dealt.
Water. You gain swim speed equal to your movement speed.
Primal Ward
Your contact with the elements has left you hardened by them. When you complete a long rest, you can chose either acid, cold, fire, lightning, or thunder and gain resistance to that damage type until you finish a long rest.
Additionally, when a creature you can see within 60 feet hits you with an attack that deals damage of the chosen element, you can use your reaction to reflect some of the damage back onto that creature. The creature must succeed a Dexterity saving throw equal to your spell save DC, or take half the damage dealt to you. Using this reaction does not reduce the damage you take any further.
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Elemental Prodigy
Starting at 2nd level, you learn to speak, read, and write primordial if you did not already know how. You learn one of the following cantrips: control flames, gust, mold earth, or shape water. The cantrip you learn does not count against the number of cantrips you know.
Additionally, whenever you make an Intelligence based checks related to elemental creatures or knowledge, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. This does not stack with any other bonus to checks such as Artificer's Lore.
Control Flames
You learn the control flames cantrip. This spell does not count against the number of cantrips you know.
Gust
You learn the gust cantrip. This does not count against the number of cantrips you know.
Mold Earth
You learn the mold earth cantrip. This does not count against the number of cantrips you know.
Shape Water
You learn the shape water cantrip. This does not count against the number of cantrips you know.
All Elements Are One
Beginning at 6th level, your intensive study of elemental energies allows you to transmute the elements between states of being. 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 any of the same elements listed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Elemental Contemplation
At 10th level you have spent much time reflecting on the meaning of elemental harmony. When you complete a short or long rest, select one of the elements listed below and gain the associated benefit until you complete a short or long rest.
Air. Your movement speed is increased by 10 feet while unencumbered.
Earth. Your movement speed is not reduced by difficult terrain.
Fire. You can add your intelligence modifier to acid, cold, fire, lightning, or thunder damage dealt.
Water. You gain swim speed equal to your movement speed.
Air
Your movement speed is increased by 10 feet while unencumbered.
Earth
Your movement speed is not reduced by difficult terrain.
Fire
You can add your intelligence modifier to acid, cold, fire, lightning, or thunder damage dealt.
Water
You gain swim speed equal to your movement speed.
Primal Ward
Your contact with the elements has left you hardened by them. When you complete a long rest, you can chose either acid, cold, fire, lightning, or thunder and gain resistance to that damage type until you finish a long rest.
Additionally, when a creature you can see within 60 feet hits you with an attack that deals the damage type you are resistant to via primal ward, you can use your reaction to reflect some of the damage back at that creature. The creature must succeed a Dexterity saving throw equal to your spell save DC, or take half the damage dealt to you. Using this reaction does not reduce the damage you take any further.
Acid
You gain acid resistance until you finish a long rest.
Cold
You gain cold resistance until you finish a long rest.
Fire
You gain fire resistance until you finish a long rest.
Lightning
You gain lightning resistance until you finish a long rest.
Thunder
You gain thunder resistance until you finish a long rest.
Previous Versions
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