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Elemental Savant
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==Class Notes== A wizard so in tune with one of the four elements (Air, Earth, Fire, Water) that they begin to become one with that element. Much like Evokers, Elemental Savants often find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. For every level taken of this Arcane Tradition, the character begins to more and more closely resemble a pure elemental. Changes are minor at first - glowing eyes, a constant case of static cling - and grow more obvious over time, eventually becoming very apparent. At 14th level, when the transition is complete, they have become one with their element, and are quite obviously not of this world. ===Elemental Savant=== ''2nd-level Elemental Savant feature'' When you select this Arcane Tradition at 2nd level, you must choose one of the four elements to specialize in. All spells listed below in the [[#Elemental Spells]] section of that element are permanently added to your wizard spell list. However, the opposing element (Water <=> Fire; Earth <=> Air) are permanently ''removed'' from your wizard spell list. (In the case of ''Conjure Elemental'', you keep it, but may only summon an elemental of your chosen element.) From 2nd level on, the gold and time you must spend to copy a spell of your chosen element into your spellbook is halved. ===Elemental Connection=== ''2nd-level Elemental Savant feature'' You gain resistance to damage from your element. (Lightning and Thunder for Air, Fire for Fire, Acid for Water). Earth Elementalists gain a Natural Armor bonus of 3. You also gain the ability to speak the language of your element (Auran, Terran, Ignan, or Aquan). ===Elemental Familiar=== ''6th-level Elemental Savant feature'' At 6th level, you add the ''Find Familiar'' spell to your spellbook if it is not there already. You gain the service of a familiar, a spirit that takes the form of a Tiny elemental of your element. If you already have a familiar, you can cast the spell again to cause it to gain the new elemental form. See [[Tiny Elementals]] for more details. If the familiar does passive damage, you are immune to that damage. It acts in all other respects as a normal familiar. ===Elemental Servitors=== ''10th-level Elemental Savant feature'' At 10th level, you add the ''Conjure Elemental'' spell to your spellbook if it is not there already. This spell is always prepared and does not count against the number of spells you have prepared. You can only summon elementals of your chosen specialty. When you cast conjure elemental: * The creature’s hit point maximum is increased by an amount equal to your wizard level. * The creature adds your proficiency bonus to its weapon damage rolls. ===Form of the Elements=== ''14th-level Elemental Savant feature'' Your connection with your element is so profound that you literally become an elemental. * Your creature type changes from Humanoid to Elemental. * You no longer require air, food, drink, or sleep. * You gain the '''Damage Resistances''', '''Damage Immunities''', '''Condition Immunities''', and '''Senses''' of your elemental type, as listed in the ''Monster Manual''. * Movement changes ** Air elementalists gain a fly speed equal to their walking speed. Also gain ''Air Form''. ** Earth elementalists gain a burrow speed equal to their walking speed. Also gain ''Earth Glide''. ** Fire elementalists gain an increase to speed of 20 feet. Also gain ''Fire Form''. ** Water elementalists gain a swim speed equal to their walking speed. Also gain ''Water Form''.
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