Wizard
Base Class: Wizard

The school of elemental magic utilizes the power of nature itself by utilizing spells that harness the power of the elements. Usually wizards that studied the teachings of this school protect cities from natural dissasters and cretures that can also utilize the elements, however, some other wizards utilize the teaching of this school to gain power over the others or to become one with nature.

Elemental warden

Beginning when you select this school at 2nd level, when a creature withn 60 feet of you takes acid, cold, fire, lightning or thunder damage, you can spend your reaction to reduce the damage dealt by half and gain 1d6 for every 5 damage dealt, this you can keep an amount of 1d6 equal to twice your wizard level, you can use this reaction an amount of times equal to half your wizard level plus your proficency bonus and restore all uses on a long rest.

Elemental warrior

Beginning at 2nd level, you can use your action to spend the dices you gain with the Elemental warden feature, as an action you can choose a creature within 60 feet of you, the creature must make a Dexterity saving throw against your spell DC, you can choose to spend any amount of dices that you gained from your Elemental warden feature that were triggered by the same damage type, on a failed save the creature takes damage equal to the result of the dices and on a succes the creature takes half damage, You can do this an amount of times equal to half your wizard level plus your proficency modifier and restore all uses on a long rest

Combined elements

Starting at 6th level, if you have used your Elemental warden feature to absorb acid, cold, fire, lightning and thunder damage when you use your Elemental warrior feature you can use one dice of each element to instead deal a 1d20 force damage

Nature protection

Beginning at 10th level, at the end of a long rest you can choose a damage type between acid, cold, fire, lightning, thinder and force to become imune, whenever a creatre withn 5 feet of you hits you with a meelee weapon attack the creature must make a DEX saving throw, on a fail the craeture takes 3d8 of damage of the element you are imune to

Master of elements

Starting at 14th level, youn have mastered the use of the elements at your will once per day, when you cast a spell wich deals acid, cold, fire, lighting or thunder damage you can choose this spell to deal maximum damage instead of rolling, no action required, additionally you can use this feature to instead of dealing maximum damage make a creture targeted by the spell to gaian a vulnerability to the damage type dealt by the spell for up to a minute with no action required 

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