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==Elemental Traditions== Obviously, these are the [[elementalism]] subclasses; you couldn't expect a splatbook like this to lack something as obvious yet untapped as that! This book handles each form of elementalism as its own distinct subclass. ===School of Aeromancy=== This is the '''Air''' [[Elementalist]], obviously. Aeromancers gain only four features: * '''Adept of the Wind (2nd level):''' Free Proficiency in Acrobatics, +5 feet movement speed, treat the spells Wind Walk and Wind Wall as Wizard spells. * '''Wind Lift (6th level):''' Gain Levitate as a bonus spell, and when casting Levitate, you can target a second target within 10 feet of the first target. Additionally, the Aeromancer gains Advantage on Concentration checks made to sustain Levitation so long as they're not levitating themselves. * '''Breeze Walk (10th level):''' For 1 minute after casting any wind-based spell of 1st level or higher, the Aeromancer gains +10 feet movement speed, immunity to difficult terrain, immunity to falling damage, and immunity to being knocked prone. * '''Wings of Wind (14th level):''' Twice per day, as a bonus action, the Aeromancer can sprout wings of cloud and wind that grant them a Fly speed of 40 feet for 1 hour or until dismissed as a bonus action. ===School of Floralmancy=== Naturally often confused with [[druid]]s, floramancy wizards hearken to Chinese Elementalism, being the '''Wood''' [[Elementalist]] subclass. At 2nd level, the Floramancer gains the features '''Nature Savant''' (free Proficiency in Nature, Advantage on Nature checks made to identify plants), and '''Nature Magic''', which adds the following spells to the wizard spell list for them: barkskin, commune with nature, detect poison and disease, druidcraft, grasping vine, locate animals or plants, plant growth, protection from poison, speak with plants, spike growth, thornwhip, transport via plants, tree stride, and wall of thorns. At 6th level, the Floramancer gains the '''Plant Camouflage''' feature, which is central to their further subclass features. This power can be used a number of times per day equal to the Floramancer's Intelligence modifier (minimum of 1), with all uses being recharged on a long rest. When triggered, the Floramancer sprouts various plant growths from their body, which lasts for 10 minutes and grants them Advantage on Stealth checks made to hide in, quote, "any natural terrain brimming with plantlife". At 10th level, the Floramancer gains the '''Thorns''' feature, which upgrades Plant Camouflage by letting the wizard choose to manifest defensive thorns whilst transformed. If they do, then whenever the Floramancer is targeted by a melee attack, the attacker takes 2d6 Piercing damage, which counts as Magical for damage resistance/immunity purposes. This damage increases to 4d6 at level 14. Finally, at 14th level, the Floramancer gains the '''Photosynthesis''' feature; when using Plant Camouflage, by spending 10 minutes or longer in direct sunlight, the Floramancer no longer requires food or drink for the day. Additionally, if they are reduced to zero hit points whilst both using Plant Camouflage and in direct sunlight, the Floramancer automatically stabilizes. Finally, once per day, whilst transformed and in direct sunlight, the Floramancer can heal 1d4 hit points per minute - if reduced to 0 HP whilst transformed and in direct sunlight, this ability automatically triggers if it hasn't already been used for the day. ===School of Geomancy=== As you can probably tell, this is the '''Earth''' [[Elementalist]]. Like the Aeromancer, it has only 4 subclass features: * '''Geomancer's Knowledge (2nd level):''' When in rocky terrain, gain Advantage on Stealth checks and Concentration saves. Additionally, add bones of the earth, earthquake, magic stone, and meld into stone to the Wizard spell list. * '''Stoneform (6th level):''' Twice per day, as an action, the Geomancer can enter stoneform. This state lasts for 1 hour, or until the Geomancer dismisses it as a bonus action, or the Geomancer is knocked unconscious, drops to zero hit points, or dies. In stoneform, the Geomancer gains +2 AC, Immunity to Poison damage, and Resistance to nonmagical bludgeoning, piercing and slashing damage, but they suffer Disadvantage on Dexterity saves and lower their movement speed by -10 feet. * '''Protection of the Earth (10th level):''' After exiting stoneform due to either voluntarily dropping the form or time expiring, the Geomancer gains temporary hit points equal to their Wizard level + their Constitution modifier. * '''Master Geomancer (14th level):''' The number of times per day that the Geomancer can use stoneform is increased to 2 + their Intelligence modifier (minimum 2+1 - aka, 3/day). They can also spend 2 uses of stoneform to instead transform into an Earth [[Elemental]], using what is basically the Wild Shape rules from the 5e [[Druid]]. ===School of Hydromancy=== No prizes for guessing that this is the '''Water''' [[Elementalist]], unfortunately. This one only has 4 subclass features too: * '''Affinity for Water (2nd level):''' Gain a Swim speed of 30 feet and the ability to breathe both air and water. * '''Liquefy (6th level):''' Once per short rest, as an action, a Hydromancer can touch a single non-magical inanimate object that weighs less than 30 pounds and fits into a 1ft cube and transform it into water. * '''Geyser (10th level):''' Once per day, as an action, a Hydromancer can summon a 5ft-wide geyser of boiling hot water from any spot they choose within 60 feet. Any creature in the affected area when the geyser materializes takes 4d8 bludgeoning damage and is pushed 10 feet away from its center. A summoned geyser's area cannot be re-entered until it vanishes, along with any water created by it, within 2d4 hours of being summoned. * '''Fountain of Youth (14th level):''' The Hydromancer becomes immune to aging and its penalties, as well as immune to poison damage, disease, and the Poisoned condition. ===School of Pyromancy=== Yes, this is the '''Fire''' [[Elementalist]]. Pat yourself on the back. Its the only official "Elementalist subclass" in the book that has two 2nd level features instead of one, apart from the Floramancer. Those 2nd level features are '''Fire Savant''' (halve the time and cost to copy any fire, flame or heat-related spell into your spellbook) and Fireshaper (the pyromancer can manipulate any non-magical flame no larger than a 5ft cube within 60 feet as per the Control Flames cantrip, but this ability uses a bonus action and "is not considered a spell"). At level 6, the Pyromancer gains '''Heart of Fire''', which gives them immunity to mundane flames and heat, including no longer suffering exhaustion from nonmagical heat, as well as Advantage on saves against magical fire and heat. 10th level brings the feature '''Heat Channeling''', which can be used once per short rest. As a bonus action, the pyromancer can siphon in ambient heat (which extinguishes any natural flames within 10 feet) to empower their spellcasting, allowing them to add bonus damage equal to their Wizard level to any fire or heat based spell they use, presumably as part of that same turn, because the book doesn't clarify. The pyromancer's ultimate (14th level) feature is '''Piercing Flames''', which means they ignore Fire Resistance with their spells and their fire/heat spells can still inflict damage (albeit only equal to their Intelligence modifier) on creatures that have Fire Immunity.
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