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Elemental magic is one of the oldest forms of magic. Its practitioners have a two-edged reputation and learn their art from old masters who most often lead austere, reclusive lives. Elementalists specialize in the study and mastery of elemental energies such as cold, fire, lightning, and thunder. Some hold this magic as the most powerful of all, claiming it is tied to the primordial forces of the world. Others may argue that the conjuration and mastery of the elements is a rather unsubtle discipline, but even they cannot deny their destructive power. Some elementalists embrace certain life philosophies, vehementers and nihilists being the most commonly known of them. Vehementers claim that language holds the secret of an ancient power and make it their quest to rediscover it, while nihilists strive for the propagation of chaos, considering themselves catalysts of the world’s destructive energies.

Elemental Savant

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy an evocation or conjuration spell into your spellbook is reduced by a quarter.

Energetic Inurement

Starting at 2nd level, you have advantage on saving throws against spells and magical effects that deal acid, cold, fire, lightning, or thunder damage.

Energetic Rampage

Beginning at 6th level, when you roll a 1 or 2 on a damage die for a wizard spell that deals acid, cold, fire, lightning, or thunder damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Improved Conjuration

Starting at 10th level, you cast the conjure elemental and conjure minor elementals spells as if you had spent a spell slot one level higher than the one used. Moreover, the duration of this spell becomes “2 hours” when you cast it.

Energetic Versatility

Beginning at 14th level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can use your bonus action to change the damage type into another type from that list. When you cast a fireball spell, which normally deals fire damage, you can use your bonus action to instead have the fireball deal acid, cold, lightning, or thunder damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp