Element | Language | Damage Type |
---|---|---|
Air | Auran | Lightning or Thunder (choose one) |
Earth | Terran | Acid |
Fire | Ignan | Fire |
Water | Aquan | Cold |
Name | Description | Prerequisite |
---|---|---|
Elemental Adaptation | You add plane shift to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. When you cast plane shift using this mastery, you can only travel to the elemental plane associated with your elemental focus or to the Material Plane. While on that elemental plane, you can survive there with no fear of the hostile natural environment. You don’t take damage from the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, or swimming for water). You regain the ability to cast plane shift with this mastery when you finish a long rest. | 14th Level |
Elemental Binding | You add planar binding to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains temporary hit points equal to your wizard level. You regain the ability to cast planar binding with this mastery when you finish a long rest. | 10th Level |
Elemental Bulwark | You gain resistance to the damage type associated with your elemental focus, and you have advantage on Constitution saving throws made to maintain concentration on spells that resonate with your elemental focus. | 6th Level |
Elemental Command | As an action, you can target an elemental creature that you can see within 30 feet. The elemental must succeed on a Wisdom saving throw or be charmed for up to one hour as long as you maintain concentration as if concentrating on a spell. If you or your companions damage the charmed elemental or take harmful actions against it, the charmed condition ends immediately. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours. | None |
Elemental Erosion | After you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, the target becomes vulnerable to that damage type until the end of your next turn. You can use this ability twice. You regain all expended uses when you finish a short or long rest. | 10th Level |
Ignite | When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes half the damage it originally took from the spell and the flames go out. If you damage more than one target with the spell, choose a target to catch fire. | None |
Intensified Element | When you damage a target with a spell that deals the damage type associated with your elemental focus, you ignore any resistance the target has to that damage type. | None |
Overwhelming Onslaught | When you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, you can weave a lingering aura of elemental energy around it. At the start of its turn, the creature must make a Constitution saving throw. On a failed save, it takes 4d6 damage of the type dealt by the spell and is stunned until the start of its next turn, or half as much damage and the effect ends on a successful one. You can use this ability twice. You regain all expended uses when you finish a short or long rest. | 14th Level |
Stony Refuge | When you cast a spell of 1st level or higher, you can use a bonus action to create a slab of stone that interposes itself between you and one creature of your choice. Until the end of your next turn, the slab provides half cover against the chosen creature. | None |
Sweeping Swell | When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water to push a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice and knocked prone. | None |
Wind Blast | When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind that is 20-foot long and 5-foot wide. Each creature in the line must make a Strength saving throw or take 1d6 slashing damage and be pushed 10 feet away from you in the direction of the line. | None |