Elemental Savant: Difference between revisions

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''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 ''Summon Elemental'', you keep it, but may only summon an elemental of your chosen element.)
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.
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''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.
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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 summon elemental:
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.
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* 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. You gain ''Air Form''.
** 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. You gain ''Earth Glide''.
** 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. You gain ''Fire Form''.
** 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. You gain ''Water Form''.
** 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.