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# Arcane Tradition: ## Planar Elementalism Those who devote themselves to elementalism dedicate their lives to the study of the elements and other forces that breathe life into the planes of existence. They do this in an attempt to replicate this power and exert control over the material chaos around them, often with disastrous results. Sometimes called elementalists, energetics or plane shifters— those skilled enough, and perhaps more importantly, lucky enough to survive the arduous strains and harrowing trials that accompany the practice are often found to be invaluable to academic societies and nobility due to their extensive experiences. ### Student of the Elements At 2nd level, you gain proficiency in the Nature skill, and you can speak, read, and write Primordial. Additionally, you have advantage on Intelligence checks made to recall information about the elements available to you, aswell as elementals. ### Channel Elements At 2nd level, you are able to attune yourself to the elements that make up the material world. After a long rest, you can select one element to channel: air, earth, fire, or water. Until the end of your next long rest, you are attuned to it. While you are attuned to an element, you gain its specified benefit: - **Air (Lightning).** You know the _[gust](https://www.dndbeyond.com/spells/gust)_ cantrip and its range is doubled. - **Earth. (Acid)** You know the _[mold earth](https://www.dndbeyond.com/spells/mold-earth)_ cantrip and its range is doubled. - **Fire. (Fire)** You know the _[control flames](https://www.dndbeyond.com/spells/control-flames)_ cantrip and its range is doubled. - **Water. (Cold)** You know the _[shape water](https://www.dndbeyond.com/spells/shape-water)_ cantrip and its range is doubled. When you cast a wizard spell of first level or higher you, can use a bonus action to substitute the damage type with that of your currently attuned element (you can change only one damage type per casting of a spell). ### Elemental Reconstitution At 6th level, when you use your Arcane Recovery feature you can choose to dismiss one element you are currently attuned to, and immediately reattune to a different one available to you. Additionally, when you cast a wizard spell of first level or higher that deals the damage type of an element available to you and requires a saving throw, you can change the initial saving throw made from one ability score to another of your choice between Strength, Dexterity or Constitution. You can use this feature twice. You regain expended uses when you finish a short or long rest.
##### Credits ***Art: Spell Exploration - Black Hole*** by _Thomas Karlsson_ Thank you to ***The Discord of Many Things*** for ***feedback***!
Arcane Tradition: Planar Elementalism v0.6 \columnbreak ### Channel Energy At 10th level, you have resistance to the damage type associated with whichever element you are attuned to, and the following elements become available for you to attune to: negative energy and positive energy. - **Negative Energy. (Necrotic)** You know the _[toll the dead](https://www.dndbeyond.com/spells/toll-the-dead)_ cantrip. When cast in this way it instead requires the target to make a Constitution saving throw. If you target an undead with this spell, it automatically succeeds. - **Positive Energy. (Radiant)** You know the _[sacred flame](https://www.dndbeyond.com/spells/sacred-flame)_ cantrip. When cast in this way it instead requires the target to make a Constitution saving throw. If you target a living creature with this spell, it automatically succeeds. ### Planar Convergence At 14th level, your influence over the elements reaches its apex. Whenever a feature refers to you attuning to one element, you can instead attune to two. Additionally, you can cause sections of the material, primordial and energy planes to briefly manifest— violently converging at a point in space around you. You learn the _[storm sphere](https://www.dndbeyond.com/spells/storm-sphere)_ spell and you always have it prepared. You can cast it once without expending a spell slot.
| d6 | Damage Type | |:---:|:------------| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Lightning | | 5 | Necrotic | | 6 | Radiant | When cast in this way the sphere appears instead as a whirling mass of raw elemental chaos. While you are concentrating on this spell, whenever you deal damage with a spell, including this one, the type of damage dealt is chosen at random from the following table.
Once you use this feature, you can't use it again until you finish a long rest.