Elemental Savant: Difference between revisions
| (4 intermediate revisions by the same user not shown) | |||
| Line 3: | Line 3: | ||
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. | 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=== | ===Elemental Savant=== | ||
''2nd-level Elemental Savant feature'' | ''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 '' | 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. | From 2nd level on, the gold and time you must spend to copy a spell of your chosen element into your spellbook is halved. | ||
| Line 22: | Line 21: | ||
''6th-level Elemental Savant feature'' | ''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 [[Elementals]] for more details. | 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. | If the familiar does passive damage, you are immune to that damage. It acts in all other respects as a normal familiar. | ||
| Line 31: | Line 30: | ||
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. | 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 | 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’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. | * The creature adds your proficiency bonus to its weapon damage rolls. | ||
| Line 43: | Line 42: | ||
* You gain the '''Damage Resistances''', '''Damage Immunities''', '''Condition Immunities''', and '''Senses''' of your elemental type, as listed in the ''Monster Manual''. | * You gain the '''Damage Resistances''', '''Damage Immunities''', '''Condition Immunities''', and '''Senses''' of your elemental type, as listed in the ''Monster Manual''. | ||
* Movement changes | * Movement changes | ||
** Air elementalists gain a fly speed equal to their walking speed. | ** 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. | ** 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. | ** 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. | ** Water elementalists gain a swim speed equal to their walking speed. Also gain ''Water Form''. | ||
==Elemental Spells== | ==Elemental Spells== | ||
Latest revision as of 15:38, 18 December 2023
Class Notes[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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.
Elemental Spells[edit]
All spells listed are from the Player's Handbook unless otherwise noted.
Air[edit]
Air spells involve the creation, manipulation, or application of air, wind, or most sorts of gas. Air frequently overlaps with Water when it comes to creating clouds and fog, but Air alone is capable of blowing it away. Air spells include:
| Spell Level | Air Spells |
|---|---|
| Cantrip | Gust (Xanathar's), Poison Spray, Lightning Lure (Tasha's) |
| 1st | Fog Cloud, Zephyr Strike (Xanathar's) |
| 2nd | Dust Devil (Xanathar's), Gust of Wind, Skywrite (Xanathar's), Warding Wind (Xanathar's) |
| 3rd | Fly, Stinking Cloud, Wind Wall |
| 4th | Storm Sphere (Xanathar's) |
| 5th | Cloudkill, Conjure Elemental, Control Winds (Xanathar's), Steel Wind Strike (Xanathar's) |
| 6th | Investiture of Wind (Xanathar's), Wind Walk |
| 7th | Whirlwind (Xanathar's) |
| 8th | Control Weather |
| 9th | Storm of Vengeance |
Earth[edit]
Earth spells involve the creation, manipulation, or application of earth, which includes soil, sand, gravel, stone, and many other minerals. Earth spells include:
| Spell Level | Earth Spells |
|---|---|
| Cantrip | Magic Stone (Xanathar's), Mold Earth (Xanathar's) |
| 1st | Earth Tremor (Xanathar's) |
| 2nd | Maximillian’s Earthen Grasp (Xanathar's) |
| 3rd | Erupting Earth (Xanathar's), Meld Into Stone, Wall of Sand (Xanathar's) |
| 4th | Stone Shape, Stoneskin |
| 5th | Conjure Elemental, Transmute Rock (Xanathar's), Wall of Stone |
| 6th | Bones of the Earth (Xanathar's), Flesh To Stone, Investiture Of Stone (Xanathar's), Move Earth |
| 7th | -- |
| 8th | Earthquake, Mighty Fortress (Xanathar's) |
| 9th | -- |
Fire[edit]
Fire spells involve the creation, manipulation, or application of fire, which includes both open flames and invisible heat. Fire spells include:
| Spell Level | Fire Spells |
|---|---|
| Cantrip | Control Flames (Xanathar's), Create Bonfire (Xanathar's), Fire Bolt, Green Flame Blade (Tasha's) |
| 1st | Burning Hands, Searing Smite |
| 2nd | Aganazzar's Scorcher (Xanathar's), Continual Flame, Dragon's Breath (Xanathar's), Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics (Xanathar's), Scorching Ray |
| 3rd | Glyph of Warding, Fireball, Flame Arrows (Xanathar's), Melf's Minute Meteors (Xanathar's) |
| 4th | Conjure Minor Elementals, Dominate Beast, Elemental Bane (Xanathar's), Fire Shield, Wall of Fire |
| 5th | Conjure Elemental, Flame Strike, Immolation (Xanathar's) |
| 6th | Investiture of Flame (Xanathar's) |
| 7th | Delayed Blast Fireball, Fire Storm |
| 8th | Incendiary Cloud |
| 9th | Meteor Swarm |
Water[edit]
Water spells involve the creation, manipulation, or application of water, be it in its solid, liquid, or even gaseous state. A Water spell that overlaps with Fire and/or Air generally creates or manipulates steam, fog, and clouds. Water spells include:
| Spell Level | Water Spells |
|---|---|
| Cantrip | Shape Water (Xanathar's), Frostbite (Xanathar's) |
| 1st | Create Or Destroy Water, Fog Cloud, Ice Knife (Xanathar's) |
| 2nd | Snilloc's Snowball Swarm (Xanathar's) |
| 3rd | Create Food And Water, Gaseous Form, Maelstrom (Xanathar's), Sleet Storm, Tidal Wave (Xanathar's), Wall of Water (Xanathar's), Water Breathing, Water Walk |
| 4th | Control Water, Watery Sphere (Xanathar's) |
| 5th | Conjure Elemental |
| 6th | -- |
| 7th | Simulacrum |
| 8th | Control Weather, Tsunami |
| 9th | Storm of Vengeance |
Notable Elemental Savants[edit]
There used to be quite a few of these mages around, however, they seem to have all been killed during the Scarlet War, or perhaps they retreated to another plane.
- the Amber Dragon