Elemancer (5e Subclass)

Elemancer

Sometimes choosing a school isn't the path chosen by some wizards. Sometimes, they instead chose to align themselves not with a way of practicing magic, but with one of the elements, trying to master one of them in his quest to became stronger. Wizards that take this path receive the title of Elemancer. It's not considered to be a school by most wizards due to the restrictions of channeling and studying about a element instead of how to use it, however those that learn to master it's secrets can use them at a much more powerful level than the scholars.

Elemantalist

Beginning when you select this archetype at 2nd level you must choose an element, the gold and time you must spend to copy a spell that deals elemental damage or control elements into your spellbook is halved.

Pyromancer - You aim to master the Fire proprieties of magic and your elemental damage is Fire

Hydromancer - You aim to master the Cold proprieties of magic and your elemental damage is Cold

Geomancer - You aim to master the Natural proprieties of magic and your elemental damage is Acid

Aeromancer - You aim to master the Lightning proprieties of Magic and your elemental damage is Lightning

Elemental Resilience and Attunement

Starting at level 2, you've become well acquainted with the element you've chosen to study. You gain resistance to the element of your type, and spells that deal any elemental damage are now converted to your element of study (For example: If you are a Hydromancer, fireball now does cold damage and etc).

Elemental Infusion

Starting at level 6, you are able to summon a small elemental and bind it to your service. It has a fly speed of 30ft, can understand and speak any language you speak as well as primal and can cast 1 cantrip you know, using your spellcasting ability. By spending 1 hour attuning to it's elemental nature, you can change that cantrip to another one you know. If it's destroyed, you must spend 100 gold of summoning supplies and 1 hour to create a ritual and summon it back. Your elemental may use its action to temporarily fuse with your body. You can remain fused for up to 1 hour. Fusing provides an extra 1d8 damage of your element (+1d8 at level 5, 9, 13, and 17) to any attack. This ability can be used once per long rest.

Elemental Familiar: Ac: 12, Hp: 14(4d6), Str: 6(-2), Dex: 14(+2), Con: 10(0), Int: 5(-3), Wis: 12(+1), Cha: 10(0) Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities: lightning, poison Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses: darkvision 60 ft., passive Perception 10 Elemental Connection: Knows one cantrip it's master knows and uses the master's casting ability modifier to hit.

Elemental Advantage

Starting at level 10, you are able to infuse your elemental spells with your own touch, warping it for different proprieties. Any creature that is immune to your element is now resistant, and if they are resistant they take normal damage.

Elemental Mastery.

Starting at level 14, through vigilant study of and contact with your elemental plane of choice, you've gained the ability to temporarily change your physical form to embody that element.

Pyromancer: You gain the ability to cloak yourself in flames. When you activate it, each target within 10 feet must make a dexterity saving throw or take 3d6 fire damage. In addition, for the next minute, whenever a creature starts it's turn within 5 feet of you, it must make a dexterity saving or take another 4d6 fire damage.

Hydromancer: You may make your body became a clear water-like liquid that can pass through small places. For the next minute, attacks against you are made with disvantage, you are immune to fire damage and you can squeeze through small places without movement penalties.

Geomancer: You gain the ability to cast Stoneskin on yourself without spending material components or a spell slot. You may use this ability for free once per long rest. While under the effect of stoneskin you may move through any Difficult Terrain as if it were normal terrain and any physical damage done by yourself is increased by 1d6 (+1d6 at level 5, 9, 13, and 17)

Aeromancer: You gain the ability to cloak yourself in lightning, affecting creatures within 5 feet of you. For the next minute, whenever a creature enters or ends their turn within this range, they must make a constitution saving throw or take 2d6 lightning damage and become stunned until the end of their next turn. You may also cast Misty Step a number of times equal to 1 + your intelligence modifier (minimum of 1) per long rest without using material components or a spell slot.

You can choose a spell of 3rd level or lower. You always have it memorized and don´t count towards against your known spells.


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