Wizard Tradition - Elementalist
Elementalists are mages who specialize in manipulating and controlling the raw energies of the planes. Through fierce discipline and strict study, these mages dedicate themselves to commanding the harshest and most chaotic forces known to exist.
The will of an Elementalist is so powerful that it allows the mage to manifest the elements and bind them to physical form, ripping them from the planes and using them as allies in battle. Each elemental has its own strengths and weaknesses, making the Elementalist a flexible and potent force on the field of battle.
Today this arcane art still flourishes across Telara and it remains as important as ever. Those mages who demonstrate an impressive force of will and an affinity for the natural order often make accomplished Elementalists. Those mages who do not share these talents and begin summoning the elements typically don't survive very long.
"I mold and bind the most primal forces of existence into beings that serve my will. They will destroy my enemies, or form protective defenses around my allies. I am the undisputed master of the elements."
Elemental Forces
Beginning when you select this tradition at 2nd level, you can manipulate the elements of a spell that deals damage when you cast it, changing the type of damage it deals or adding extra damage.
As a bonus action when you cast a spell that deals damage, you can roll 1d6 and apply the corresponding effect to the spell.
You can use this feature a number of times equal to half of your Intelligence modifier (rounded down, minimum 1) every short or long rest.
| Roll | Effect |
|---|---|
| 1 | Change damage: Acid |
| 2 | Change damage: Cold |
| 3 | Change damage: Fire |
| 4 | Change damage: Lightning |
| 5 | Change damage: Necrotic |
| 6 | Add one damage die |
Cycle of Elements
Starting at 6th level, your spellcasting can become a rhythm of destructive planar energy as you gather the elements into a delicate weave of magic. As a bonus action, you begin to concentrate on harnessing this effect, following the rules of concentration as if you were concentrating on a spell.
When you cast a spell that deals damage while you are concentrating on Cycle of Elements, you can use a bonus action to trigger your Elemental Forces feature with the spell cast.
You can use this feature a number of times equal to half of your Intelligence modifier (rounded down, minimum 1).
Elemental Companion
At 10th level, you are able to cast the conjure elemental spell once between short rests without expending a spell slot or material components, and without having to concentrate on the spell. The Elemental remains with you and follows your orders until it drops to zero hit points, you dismiss it, or it is forcefully removed by other means.
This Elemental will follow every order you give it, regardless of what the order is. Treating the Elemental with hostile activity or allowing it to be subjected to unnecessary hostile activity (such as allowing children to pelt your Earth Elemental with rocks) however, may cause it to develop a dislike for you.
As an Elementalist, an Elemental summoned in this way is bound to you much more intimately. If you drop to zero hit points while your Elemental Companion is alive, it instantly disappears and must be resummoned through the Elemental Companion feature.
If your Elemental Companion drops to zero hit points, you immediately take 2d10 psychic damage and the Elemental disappears.
When your Elemental uses an ability or makes an attack, you can use your reaction to consume a use of Elemental Forces with the ability or attack it uses.
Greater Elemental Affinity
At 14th level, your Elemental spells and Elemental Companion are infused with more energy.
Using your Elemental Companions' reaction when you are subjected to an effect that allows you to make a saving throw to suffer half damage, you may instead use the Elementals' bonuses for that saving throw. The Elemental does not need to see you to use its reaction.
You can use your own reaction when your Elemental Companion is subjected to an effect that allows it to make a saving throw to suffer half damage, to allow it to use your bonuses for that saving throw. You muse be able to see the Elemental to do this.
When you cast a spell that deals acid, cold, fire, lightning or necrotic damage, you may re-roll the result of your Elemental Forces, and choose one of the two.