Elemental Mage (class)

## Elemental Mage

A type of mage who focuses on one specific type of magic.

## Progression

**1st Level**

Choose 2 proficiencies out of the following: Arcana, Runic Detection, Magic Endurance, Perception, Performance, or Intimidation.

**Elemental Affinity**: you gain an Elemental Affinity, in which all of your spells are based, as well as later gaining resistances and additional abilities relating to the element that you choose. Choose from the following: Air, Earth, Fire, Light, or Water. You can create a limited amount of this element, able to fill a small 5ft diameter sphere. You can also control this element at will from up to 30ft away. You will gain more refined control as you level up.

**2nd Level**

**Spellcasting**: You can now cast spells. See the information below. These spells do not have to be from your specific element list, however affinity spells deal an extra 1d6 damage, and spells not from your affinity list decrease by 1d6 damage. Spells from the general list deal your elemental damage.

**3rd Level**

**Elemental Resistance**: you gain resistance to your elemental affinity.

**4th Level**

**Ability score Improvement**: You can improve two stats by one, or one stat by two out of the main six stats.

**5th Level**

**Hasty Spell**: Once per long rest, you can cast a spell as a bonus action

**6th Level**

You can now use a slightly higher tier of elemental control:

Air: range increases to 45ft of control

Earth: range increases to 45ft of control

Fire: range increases to 45ft of control

Light: you can now create darkness within 15ft

Water: you can now freeze water within 15ft

**7th Level**

**Summon Elemental**: you can summon a lesser elemental of your affinity to aid you in combat. This elemental can be summoned or dismissed at any time, similar to a familiar.

**8th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**9th Level**

**Hasty Spell**: can be used twice per long rest.

**10th Level**

You gain access to yet another tier of elemental control:

Air: you can control lightning within 15ft of you, but cannot create it.

Earth: you can now manipulate unrefined metals.

Fire: As a bonus action, you can absorb fire within 15ft of you, and enhance your next attack by 1d8 fire damage.

Light: You can solidify light into crystals within 5ft of you, taking 5 minutes to solidify up to a 5ft cube, or 2.5 cubic feet every round.

Water: range increases to 45ft of control, and you can freeze within that whole range.

**11th Level**

**Tides of the Elements**: If you are next to an environment which happens to match your element, you gain advantage on all saving throws and attacks.

**12th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**13th Level**

**Hasty Spell**: can be used 3 times per long rest.

**14th Level**

**Elemental Surge**: Once per long rest, you can double all of the damage you do in one turn. This must be done before knowing the amount of damage done.

**15th Level**

You have almost mastered control of your element. Your elemental control range increases to 90ft, and all abilities can be performed within that range.

**16th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**17th Level**

**Hasty Spell**: can be used 4 times per long rest.

**18th Level**

**Elemental Immunity**: you are immune to your elemental affinity.

**19th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**20th Level**

**Master of the Element**: you are a master of controlling your chosen element. all ranges increase to 120ft.

Air: you can control and create lightning.

Earth: you can melt earth into lava or molten materials.

Fire: you can control and create lightning.

Light: you can crystallize light in a minute.

Water: you can both evaporate and freeze water in your range.

**21st Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**Hasty Spell**: can be used 8 times per long rest.

**22nd Level**

**Advanced Affinities**: The damage bonus from casting affinity spells is boosted to 3d8.

**23rd Level**

**Destroyer**: Spells that have a save now do 75% total damage on a successful save.

**24th Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**25th Level**

**Ultimate Elemental**: as a bonus action, you can turn yourself into a being made of your affinity element. This form lasts for 1 minute and can only be used once per long rest. While in this state, you gain resistance to most damage types (determined by your affinity) with few weaknesses, all of your spells do 150% their base damage. Critical hits also hit on 18, 19, and 20 in this form for your affinity. These bonuses do not affect general spells.

## Spellcasting

Spells can be cast by half casting classes and full casting classes. Each class has their own unique list of spells which they can learn and cast. Full casting classes can learn up to 2+MAG Cantrips, and learn prepared spells according to their level and Magic Score. A full casting class can learn up to 20 prepared spells, but that number also cannot exceed their current Level+2 or their Magic Score. If a character has a Magic Score and level above 19, their Magic Score becomes their new maximum prepared spells.

During a long rest, spells can be forgotten to make room for other spells that one may want to learn.

## Spell Slots

Below is a table of spell slots, based on level.

## Spell List

Here is an index of spells for this class:

* All Spells
* Cantrips
* 1st Level
* 2nd Level
* 3rd Level
* 4th Level
* 5th Level
* 6th Level
* 7th Level
* 8th Level
* 9th Level