Master of the Elements (5e Subclass)

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Master of the Elements[edit]

Wizard Subclass

Although some wizards focus their lives devoted to one type of element, a Master of the Elements focuses on the broader aspect of all the elements. They specialize in no element, but mainly focus on evocation spells. They conjure waves of fire and ice, or lightning and thunder. They learn the secrets of the elements and how they are created or controlled.

Evocation Savant

Starting at 2nd Level, when you choose this school of magic, the time taken to copy an evocation spell into your spellbook is halved. Also, fire, cold, lightning, acid or thunder, those are - for you - called "elemental damage" - for all proposes of this subclass.

Elemental Resonance

Starting at 2nd level, when you cast a spell - the chaotic resonance of it stays on you. Everytime you cast a spell, which deals "elemental damage", you get one "charge" for each spell's level (cantrips count as level 1). Next time you can use that energy and boost another spell's damage. If you cast another spell wich deals one of those damages, you'll deal extra damage of the same type as the last spell as an amount of d6's - equal to the amount of charges you have. If the spell has more than one instance of damage, you have to choose which one of the will receive the charges, and you can distribute as you want these charges between instances. You cannot get new charges and discharge them at the same turn, getting charges from the first spell in the turn, and - if it has more than one damage type - you'll get charges from the biggest one. The extra damage from a charge doubles on a critical hit.

Elemental Power

Starting at 6th level, once per turn - to a spell which deals "elemental damage" - you can add your intelligence as extra damage of any "elemental damage" type.

Master of the Elements

Starting at 10th level, you receive an amount of charges equal to the spell's level +1, instead of only the spell's level. Also, you gain resistance to one "elemental damage" type, as you learn how to resist and create a special protection on you; you can change this damage type between the options when you finish a long rest.

The True Elements

Starting at 14th level, you learn many secrets of the chaos and how to bring the true element; spells you cast which deal "elemental damage", are not considered spells or magical effects for all effects proposals.

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