The Elementalist Arcane Tradition

by PopeLuciferThe6th

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The Elementalist

Elemental Power

In the late night hours of a warm Summer's eve, a blast of fire sends shock waves through the city street lighting up the surrounding buildings with a red-orange hue. Standing in front of the burning mess of armor and weapons in a disheveled man with an eye patch in his hand, his right eye a glowing orb of pure Fire elemental energy.

The Elementalist Tradition binds the caster to the Elemental Planes of existence, granting control to the caster over Fire, Cold, Thunder, and Lightning spells through these ties.

Elemental Enhancement

When you choose this Arcane Tradition, you begin to understand the elements due to their impact on your body. You gain an Arcane Focus in the form of either a mark or replaced body part that lets you channel your spells through it. When you cast an elemental spell the mark shifts to the color of the element type the spell is.

No matter where your arcane focus begins (such as a symbol on the arm) if you lose a body part the elemental effect on your body shifts to replace said body part with pure elemental energy. In example: If you lose an arm, the symbol replaces the arm and allows you to use it as if your arm was never removed. This ability can only affect one lost body part at a time.

Elemental Binding

Beginning at 2nd level, you have become bound to the elements, allowing you to speak Primordial. Certain spells from the Druid spell list have been added to the Wizard spell list.

Druid Spells
Spell Slot Spell
1st Create or Destroy Water
3rd Call Lightning
3rd Water Walk
3rd Wind Wall
7th Fire Storm
8th Tsunami

Elemental Infusion

Starting at 6th level you have garnered more control over the Arcane Elements, allowing you to to infuse them with more power. Each of your spells that deal one of the four Elemental types adds 1d6 to its Damage roll, this includes spells such as Earthern Grasp, Earth Tremor and Earthquake.

This die increases as you learn to control the Elements, becoming 1D8 at level 12, and 1D10 at level 16.

Elements

The Elements that you have begun to control are as follows:

  • Cold
  • Fire
  • Earth
  • Lightning
  • Thunder

Any spells such as Chromatic Orb may still cast both Acid and Poison damaging attacks, but neither will gain the benefits from this Arcane Tradition.

Elemental Advantage

Beginning at 10th level, you are able to infuse your elemental spells with your own touch; warping it for different proprieties. Any creature that is resistant to elemental damage takes full damage from your elemental spells, and when a creature is immune to the element of a spell you may change the element type of the spell an amount of times equal to your proficiency bonus per long rest.

Elemental Mastery

Starting at 14th level, the connection you've made to the elemental planes provides you with protection from the elements themselves. You now have resistance to all of the elements you control.

 

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