Elementalism

You focus your arcane studies on the power inherent to one of the Elemental Planes. Sometimes mistaken for evokers, Elementalists believe in the superiority of their chosen element above all others, and they aren’t shy about making that fact known. Elementalists are often secluded researchers, or they sign on with groups who appreciate their singular talents.

Elemental Savant

Beginning when you select this tradition at 2nd-level, choose one element from the Elemental Focus table.

That element becomes the focus of your study. You can speak, read, and write the language associated with your focus, and the associated damage type is used by features you gain later.

Elemental Focus
Element Language Damage Type
Air Auran Lightning or Thunder (choose one)
Earth Terran Bludgeoning
Fire Ignan Fire
Water Aquan Cold

Some spells resonate with your focus element. They might deal the associated damage type, manipulate the element 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 encountered it.

Elemental Mastery

Starting at 2nd-level, you learn magical techniques, called masteries, to channel elemental magic into your being and spells.

Masteries. You learn two masteries of your choice, which are detailed in the “Masteries” section.

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.

Saving Throws. Some of your masteries require your target to make saving throws to resist the mastery’s effects. When you use such an effect from this class, the DC equals your wizard spell save DC.

Substitute Elements

Beginning at 6th level, you can draw elemental magic through your damage dealing spells and change the damage type to the one associated with your elemental focus.

Absorb Elements

Starting at 10th-level, when you would take damage of the type associated with your elemental focus, you can use your reaction to take no damage, and you regain a number of hit points equal to half the damage that you would have taken.

You can use this ability before any resistance or immunity you have applies. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Irresistible Strike

At 14th level, your elemental damage spells are unstoppable. When you cast a spell that deals damage of the type associated with your elemental focus, you can ignore immunity to that damage type.

You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Masteries

Masteries are specialized techniques you can use to augment your spellcasting. Unless otherwise noted, you can only use one mastery on a given spell. The masteries are presented in alphabetical order.

Elemental Adaptation

Prerequisite(s): 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.

When you cast plane shift using this mastery, you can only travel to the elemental plane associated with your elemental focus or to the Material Plane. While on that elemental plane, you can survive there with no fear of the hostile natural environment. You don’t take damage from 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, or swimming for water). You regain the ability to cast plane shift with this mastery when you finish a long rest.

Elemental Binding

Prerequisite(s): 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(s): 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 target an elemental creature that you can see within 30 feet. The elemental must succeed on a Wisdom saving throw or be charmed for up to one hour as long as you maintain concentration as if concentrating on a spell. If you or your companions damage the charmed elemental or take harmful actions against it, the charmed condition ends immediately. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours.

Elemental Erosion

Prerequisite(s): 10th level After you damage a target with a spell of 1st level or higher 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

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. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes half the damage it originally took from the spell and the flames go out. If you damage more than one target with the spell, choose a target to catch fire.

Intensified Element

When you damage a target with a spell that deals the damage type associated with your elemental focus, you ignore any resistance the target has to that damage type.

Overwhelming Onslaught

Prerequisite(s): 14th level

When you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, you can weave a lingering aura of elemental energy around it. At the start of its turn, the creature must make a Constitution saving throw. On a failed save, it takes 4d6 damage of the type dealt by the spell and is stunned until the start of its next turn, or half as much damage and the effect ends on a successful one.

You can use this ability twice. You regain all expended uses when you finish a short or long rest.

Stony Refuge

When you cast a spell of 1st level or higher, you can use a bonus action to create a 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 against the chosen creature.

Sweeping Swell

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 and knocked prone.

Wind Blast

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-foot long and 5-foot 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.

Section 15: Copyright Notice

Deep Magic: Elemental Magic © 2017 Open Design; Author: Dan Dillon.