Wizard's Tradition: Elementalist

Search GM Binder

Elementalism

Elementalists study the basic building blocks of existence (air, earth, fire, and water) learning to harness their powers. Eventually they transcend their mortal forms and become elemental beings.

Elementalists often begin their careers as individuals intrigued by one or all of the classic elements. These wizards typically find themselves drawn to spells of a particular energy type. These mages find satisfaction in the unleashed purity of the elemental energy forms, and they become Elementalists to grow closer to the element that becomes their favorite.

Elemental Discipline

Beginning at 2nd level, choose one of the following disciplines:

Discipline Additional Spell Discipline’s
Damage Type
Aeromancy thunderwave lightning and thunder
Geomancy earth temor bludgeoning
Hydromancy ice knife cold            
Pyromancy burning hands   fire

Based on your disciple you gain a spell and a damage type or types that are associated with your discipline. When you roll damage for a spell that deals your Discipline’s damage then you can add once per spell 1d6 additional damage of the same damage type to the damage.

Additionally, you have bigger selection of wizard spells to choose from when you level up or when you decide to cast a wizard spell. Aeromancers gain access to wind wall, call lightning and storm of vengeance; Geomancers gain access

to catapult, meld into stone, bones of the earth and earthquake; Hydromancers gain access to create and destroy water, water walk and tsunami and Pyromancers gain access to flame blade, flame strike and firestorm.

Furthermore, you gain also a spell called absorb elements.

Bonus Proficiency

When you adopt this tradition at 2nd level, you can now speak, read, and understand Primordial and any of it’s sub languages like Ignan, Avian, Aquan, and Terran.

You also gain proficiency in the Nature skill if you don’t already have it.

Planar Affinity

At 6th level, you gain resistance to your Elemental Discipline’s damage you selected at 2nd level. And any spell or effect you create ignores resistance to your Elemental Discipline’s damage.

Greater Discipline

Starting at 10th level, you can use your bonus action and trigger an ability that is associated with your Discipline.

Discipline Discipline's Ability
Aeromancy for 1 minute you gain flying speed equal to your walking speed
Geomancy for 1 minute you gain burrowing speed equal to your walking speed
Hydromancy for 1 minute you gain swim speed equal to your walking speed and ability to breath underwater
Pyromancy for 1 minute all creatures take fire damage equal to your Intelligence modifier if it hits you with a melee attack from within 5 feet of you, touches you, or ends its turn within 5 feet of you

Once you've used this ability, you can't do so again until you finish a short or a long rest.

Also, additional damage that you can add to you spell based on Elemental Discipline feature is now 2d6.

Primordial Wrath

Beginning at 14th level, you can use a bonus action and willingly unleash your ancient Primordial power that is hidden inside of you. For 1 minutes you gain following abilities:

  • You become immune to your Discipline’s damage type
  • You can reroll once per turn every damage dice that would deal your Discipline’s damage. You have to use new roll.
  • When you expend a spell slot to cast a spell that includes the damage type(s) you selected at 2nd level, you regain hit points equal to the slot’s level + your Intelligence modifier.
  • You gain flying, swim and burrowing speed equal to your walking speed and ability to breath underwater.
  • All creatures take fire damage equal to your Intelligence modifier if it hits you with a melee attack from within 5 feet of you, touches you, or ends its turn within 5 feet of you

You can use this feature once per long rest.

Art Credits: Dwarf Evoker by Denman Rooke

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.