September 16, 2016

Elemental Adept

Arcane Tradition
Comments from the Finger: This is another wonderful prestige resurrected from 3.5 with the help of Cesrawr!

School of Elementalism

Wizards who subscribe to the School of Elementalism, sometimes called Elemental Adepts, study the basic building blocks of existence and learn to harness their powers. Each elemental adept becomes expert in the use of a single, chosen element, and with mastery becomes known as an aeromancer, cryomancer, geomancer, or pyromancer. At the peak of their ability, these wizards are known to become like elementals themselves and wield them with ease.

Elemental Specialty 
At 2nd level, your arcane research is focused on one of the four elements. Choose one of the elements on the Elemental Adept table. You learn to speak, read, and write the language associated with your element. You also gain resistance to your element's damage type.
     Whenever you cast a spell which deals acid, cold, fire, lightning, or thunder damage, you can replace it with your element's damage type.

Elemental Adept
Element Damage Type Language
AirLightningAuran
EarthAcidTerran
FireFireIgnan
WaterColdAquan

Elemental Savant
At 2nd level, the gold and time you must spend to copy a spell that deals only damage associated with your chosen element is halved.

Elemental Transition
By 6th level, your research has bombarded your body with elemental energy, and you now display some elemental traits. You gain darkvision out to 60 feet. If you already had darkvision, its distance is increased by 60 feet. Also, you have advantage on saving throws against being paralyzed, petrified, or poisoned.

Elemental Edge
Starting at 10th level, when you cast a spell that deals damage of the type associated with your chosen element, add your Intelligence modifier to that damage.

Elemental Perfection
Starting at 14th level, as an action, you can assume the form of an elemental of your associated element (Elementals can be found on page 123 of the Monster Manual), as per the shapechange spell, with the following differences:
  • The effect lasts for 1 minute and does not require concentration, a spell slot, or spell components. 
  • You retain the ability to cast cantrips.
  • When you use your action to cast a cantrip, you can make one weapon attack with your elemental form as a bonus action.
After using this ability, you cannot use it again until you take a long rest.



Changelog: 9/17/16: Elemental Specialty: You don't learn Primordial
Elemental Perfection: Hit points work with shapechange as normal (you use the elemental's HP), and you can make a melee attack as an elemental as a bonus action when you cast a cantrip. It is now 1/long.

13 comments:

  1. That level 14 feature kinda sucks. At 14th level, your spells deal way more damage than an elemental (a 5 CR creature), and your AC higher. You don't even get hp, like you do when polymorphing into a T-Rex (a CR 8 creature which you can become at level 8).
    Maybe instead give permanent effect of the element's Investiture spell (from elemental evil)?

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    1. Hopefully, I've cleaned it up a little bit. I was less worried about that feature's power than I was about its capability to slow down the game too much.

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    2. Still seems weak to me, but a lot of other 14th level wizard features are weak as well, so whatever.
      One issue: I'm pretty sure the elemental's attacks aren't considered weapon attacks.

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    3. Nah, the slam attack is a melee weapon attack. Doesn't use a weapon, but it's still a melee weapon attack.

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    4. Can you shapeshift into a xorn or a invisible stalker? It does not specify type elemental or cr.

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  2. If you speak Primordial, you speak all four dialects. Granting Primordial makes granting Auran or Terran redundant.

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    1. I looked pretty hard but couldn't find decent info on these languages. Just for reference, where'd you find that info?

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    2. Pg. 123 of the PHB, 3rd paragraph under "Languages"

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    3. Thanks! I knew it was there somewhere.

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  3. Looks like a lot of fun. I'm just gonna nit pick this first, so others don't have to.
    I've never heard of the Ingan language. Ignan I have :P
    Other than that, all I can see that could use some polish is the 14th level ability as Idanbhk had already mentioned. Even though it is a fun ability and is more or less in line with the other 14th level abilities of the other traditions, I don't feel like it has enough mechanical benefit to warrant it's use.
    A couple ways you could possibly change this is by either allowing the user of the ability to use the elemental form's hp instead of their own so that they can tank up, or, my personal preference, let them cast spells that deal their appropriate damage type. Doing both would be a little strong because having double or triple your normal hp and spamming spells would probably make any gm think twice about letting that character exist. But by doing one or the other, it gives the ability a clear identity and benefit to the caster.

    Let me know what you think!

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    Replies
    1. Thanks for pointing out the typo.

      Your suggestions seem good, but I'm half-asleep -- I'll evaluate them better in the morning.

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  4. Does the level 10 feature work with Elemental Specialty or do only spells whose original damage aligns with Elemental Adept get the Int-Modifier as extra damage?

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    Replies
    1. When you change the spell's damage with Elemental Specialty, you can use it with Elemental Edge, yes. Good question!

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