Elemental Wizard (3.5e Class)
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|Status:||Just about done|
|Editing:||Grammar checks only|
- 1 Elemental Wizard
|“||Aaahh you know what screw it, LIGHTNING STORM||”|
|—Joe The Black Mage, Human Elemental Wizard|
An Elmental Wizard is a traveling enigma. With their elemental magic they are more often a stranger to a cause than a known savior to a kingdom. The color of their robes typically indicates their title. Their real name is sacred to them and is only used amongst those within the same faction, or those that have somehow managed to gain the trust of the Elemental Wizard.
Making an Elemental Wizard
An Elemental Wizard is a Wizard that focuses on using elements to string together a plethora of spells to accomplish their fancies and whims be they beneficial or sinister. Swords and such weapons are not their forte, however their spells are quite potent as they grow to better understand their Arcana.
Abilities: The Important abilities for an Elemental Wizard are Charisma, Intelligence and Dexterity.
Races: Humans tend to take up this class the most but there are multiple instances of various other races taking up this class
Starting Gold: 4d4×10 gp (160 gp).
|5th||+2||+1||+5||+5||Fire, Elemental Slot|
|10th||+5||+3||+7||+7||Area of Effect, Elemental Slot|
|14th||+7/+2||+4||+9||+9||Summon an Elemental Guardian|
All of the following are class features of the Elemental Wizard.
Weapon and Armor Proficiency: A Elemental Wizard is proficent with All simple and all marital weapons and Firearms they are however not proficent with any armor like Light, Medium or Heavy armor or shields.
Elemental Charges: Elemental Wizards use their magical abilities based on elemental charges, which are recovered by resting (1 per minute). An Elemental Wizard has a number of elemental charges equal to 4+Int Mod, which increases by 1 every level.
All damaging spells must make a successful ranged touch attack, using Int instead of Dex for such attack rolls.
Life (Su): A Elemental Wizard can create a beam that heals for 1d4 damage per every 2 levels. Can enchant his own weapon with the element, making it heal 1d4+caster level damage.
Arcane (Su): A elemental Wizard can generate a beam that will do 1d3 damage per level(max of 4d3) to a target, Arcane cannot be enchanted onto weapons.
Ice (Su): A Elemental wizard can fire a cone of ice. Fort DC 10+caster lvl. If target fails, it is frozen and suffers 1d6 damage per round. To get unfrozen fire needs to be used against the frozen one. Strength DC 20 to break through the ice. You can enchant your sword with this element, adding 1d6+caster level cold damage and +2 to its hardness
Earth (Su): A Elemental Wizard can fire a sphere of ground towards his opponent to deal 1d6 damage for every 2 levels (max of 6d6). You can enchant your sword with this element, adding 1d6+caster level damage, +3 to its hardness, and +5 to its HP
Elemental Combination (Ex): A Elemental Wizard as the ability to combine various elements to create spells are needed for the time being such as healing sword or Ice beam or a Revive spell. For every elemental slot used, failure rate is increased by 20%.
Elemental Slot (Ex): At levels 5, 10 and 15 the elemental Wizard gets an additional slot to their two slots they have from the start make a more powerful spell out from a longer combination of elements and they get an Additional damage dice if the spell contains more than one of the same element.
Fire (Su): A Elemental Wizard fires a Cone of Fire that does 1d6 damage per 2 levels(max of 6d6), anything that is flammable will catch on fire. You can enchant your sword with this element, adding 1d6+caster level fire damage and 25% chance of setting target on fire for 1d2 rounds for 1d4 damage per round
Water (Su): A Elemental Wizard can fire a Line of water for 1d4 damage per level(max of 5d4). you can enchant your sword with this element, adding 1d4+caster level damage and ignoring armor&shield bonuses
Lightning (Su): A Elemental Wizard can fire an arc of lightning dealing 1d8 damage for every 3 levels(max of 6d8). If target is wet or wearing metal, +6 damage and +3 to the ranged touch attack. You can enchant your sword with this element, adding 1d8+caster level shock damage.
Area of Effect (Ex): A Elemental Wizard can choose to make the spell go in a circle or create an area of effect when the spell lands near the opponent, though the spell is only cast at half power.
Shield (Su): A Elemental Wizard can learn how to generate a shield, giving +2AC to all allies within for 2d4 rounds.
Summon a Elemental Guardian (Ex): A Elemental Wizard can summon a Creature from one element at any given time like it was the Summon creature spell however it requires a long combination of elements and every guardian has their own combination. If the summoner loses concentration or does any strenuous action, the elemental dies immediately. This ability costs 10 charges.
Epic Elemental Wizard
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
Human Elemental Wizard Starting Package
Weapons: Longsword (1d8, 19-20/×2, 4 lb., Slashing) , Quarterstaff (1d6/1d6, ×2, 4 lb. , Bludgeoning)
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
Bonus Feats: Diehard.
Gear:an Adventurer's Basic Kit, a Backpack with waterskin, three days trail of rations.
Gold: 100 GP
Playing a Elemental Wizard
Religion: they don't follow any religion unless they had a religion before becoming an Elemental Wizard.
Other Classes: Many of the other classes consider the Elemental Wizard like a jack of all trades due to their unpredictable spells and various enchantments, they often get along with all classes rather good, of course not every time is as good. On occasions they get into trouble with Wizards of certain schools and often labeled failures by those Wizards that have a specialized school.
Combat: A jack of all trades, meaning that they can be upfront and attack with their swords and spells or be a long range support with their spells or a healer.
Advancement: A Elemental Wizard befits from multi-classing into a Melee class such as Fighter for additional bonus feats and a higher HP.
Elemental Wizards in the World
Elemental Wizards are often seen wandering around in groups of 4, they can be heroes, they can be villains. Often they aren't bound by laws of course that being said they are often looked down upon for their "un-pure" elemental magic.
Daily Life: Magic Mercenary or a Scholar travelling on a neverending quest for knowledge
Notables: Simon, Lewis and The Black Mage
Organizations: Their organizations are often regarded as Magi Factions or Magi Conclaves depending on the amount of members in their representative faction.
NPC Reactions: NPCs react differently depending on their class, Most classes such as fighter, paladin, Druid and Sorcerer often react in a good way and are interested in them. Wizards and Clerics of Neutral or Evil alignment often look down on them or outright hate them to the point of killing an Elemental Wizard.
Elemental Wizard Lore
Characters with ranks in Arcana can research Elemental Wizards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Elemental Wizards in the Game
They are often encountered on roads or in cities with a high population as their adventure goes on for a long time they are also fierce combatants when the need arises with most kind of weaponry.
Adaptation: A Elemental Wizard is just as easy to adapt into any campaign.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL 7: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.