Wizard: Elementalist Arcane Tradition

You focus your arcane studies on the power inherent to one of the Elemental Planes. Elementalists believe in the superiority of their chosen element above all others, and they aren’t shy about making that fact known. Elementalists are sometimes secluded researchers, but more often they’re adventurous types who sign on with groups that can appreciate their singular talents. Except as noted below, elementalists function as wizards and use the wizard spell list.

Elemental Savant

Beginning when you select this tradition at 2nd level, choose one element (Lighting, Thunder, Acid, Fire, Cold). That element becomes the focus of your study. The associated damage type is used by other features as noted. Some spells resonate with your focus element. They might deal the associated damage type, manipulate theelement in question, or otherwise embody an elemental theme. Work with your GM to determine whether a given spell resonates with your focus. The gold and time you must spend to copy a spell resonant with your chosen element into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you’ve never previously encountered it.

ELEMENTAL MASTERY

Starting at 2nd level, you learn techniques called masteries to channel elemental magic into your being and spells.
Masteries. You learn two masteries of your choice, which are detailed under “Masteries” below. You learn one additional mastery of your choice at 6th, 10th, and 14th levels. Each time you learn a new mastery, you can also replace one mastery you know with a different one.

Elemental Focus

The Focus Element spell lists bring together some of the spells associated with your chosen element. The gold and time you must spend to copy a spell associated with your chosen element into your spellbook is halved. The damage type of your focus is tied to its element; Air (Either Lightning or Thunder), Earth (Bluedgeoning), Fire (Fire), Water (Cold).
Additionally you always have the following spells prepared at the appropriate levels and do not count against spells you know.

FOCUS ELEMENT: AIR

  • Cantrips—shocking grasp, wind lash*
  • 1st level—fog cloud, thunderwave, wind tunnel*
  • 2nd level—gust of wind, rolling thunder*
  • 3rd level—call lightning, lightning bolt, wind wall
  • 4th level—conjure minor elementals
  • 5th level—conjure elemental
  • 6th level—chain lightning
  • 9th level—storm of vengeanc

FOCUS ELEMENT: EARTH

  • Cantrips—acid splash, pummelstone
  • 2nd level—acid arrow
  • 3rd level—jeweled fissure*
  • 4th level—conjure minor elementals, earthskimmer*, stone shape
  • 5th level—conjure elemental, wall of stone
  • 6th level—entomb*, move earth
  • 8th level—caustic torrent*, earthquake

FOCUS ELEMENT: FIRE

  • Cantrips—fire bolt, produce flame
  • 2nd level—fire darts*, flaming sphere, heat metal, scorching ray
  • 3rd level—fireball
  • 4th level—conjure minor elementals, fire shield, flame wave*, wall of fire
  • 5th level—conjure elemental
  • 7th level—delayed blast fireball
  • 8th level—incendiary cloud
  • 9th level—meteor swarm, pyroclasm*

FOCUS ELEMENT: WATER

  • Cantrips—ray of frost
  • 1st level—create or destroy water, tidal barrier*
  • 3rd level—frozen razors*, riptide*, sleet storm
  • 4th level—conjure minor elementals, control water
  • 5th level—cone of cold, conjure elemental, frostbite*
  • 6th level—drown*, freezing sphere, wall of ice

Substitute Elements

Beginning at 6th level, you can funnel elemental essence through your damage-dealing spells. When you cast a spell that deals damage, you can change the damage to the type associated with your focus element

Absorb Elements

Starting at 10th level, when you would take damage of the type associated with your focus element, you can use a reaction to take no damage and regain a number of hit points equal to half the damage you would have taken. You can use this feature even if you have resistance or immunity to that damage type from another source. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Irresistible Strike

At 14th level, your elemental damage spells are unstoppable. Your spells that deal damage of the type associated with your focus element ignore immunity to that damage type. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest

MASTERIES

Masteries are specialized techniques you can use to augment your spellcasting. Unless noted otherwise, you can use only one mastery on a given spell. The masteries are presented in alphabetical order.
ELEMENTAL ADAPTATION
Prerequisite: 14th level
You add plane shift to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. You can only travel to the elemental plane associated with your elemental focus, or to the material plane. While on that elemental plane, you aren’t harmed by the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, and swimming for water). You regain the ability to cast plane shift with this mastery when you finish a long rest.
ELEMENTAL BINDING
Prerequisite: 10th level
You add planar binding to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains temporary hit points equal to your wizard level. You regain the ability to cast planar binding with this mastery when you finish a long rest.
ELEMENTAL BULWARK
Prerequisite: 6th level
You gain resistance to the damage type associated with your elemental focus, and you have advantage on Constitution saving throws made to maintain concentration on spells that resonate with your elemental focus.
ELEMENTAL COMMAND
As an action, you can charm an elemental creature for as long as you maintain concentration as if concentrating on a spell, for up to 1 hour. If you or your companions damage the charmed elemental or take any harmful action against it, the charmed condition ends immediately. Once this ability ends for a given elemental, it is immune to being charmed by you for 24 hours.
ELEMENTAL EROSION
Prerequisite: 10th level
After you damage a target with a spell that deals the damage type associated with your elemental focus, the target becomes vulnerable to that damage type until the end of your next turn. You can use this ability twice. You regain all expended uses when you finish a short or long rest.
IGNITE
Prerequisite: Elemental Focus (Fire)
When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. At the start of its next turn, the creature takes half as much fire damage as it originally took from the spell, and the flames go out. This damage can be prevented if an ally within 5 feet uses an action to put out the flames. If you damage more than one target with the spell, choose just one to catch fire.
INTENSIFIED ELEMENT
Your spells that deal the damage type associated with your elemental focus ignore any resistance the target has to that damage type.
STONY REFUGE
Prerequisite: Elemental Focus (Acid)
When you cast a spell of 1st level or higher, you can use a bonus action to create a hovering slab of stone that interposes itself between you and one creature of your choice. Until the end of your next turn, the slab provides half cover to you against attacks from the chosen creature.
SWEEPING SWELL
Prerequisite: Elemental Focus (Cold)
When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water to push a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice.
WIND BLAST
Prerequisite: Elemental Focus (Lightning or Thunder)
When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind that is 20 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw or take 1d6 slashing damage and be pushed 10 feet away from you in the direction of the line.

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