You are on page 1of 2

Hey folks, i just needed to create a new Arcane Tradition to properly convert my Elemental Fire Wizard

from Pathfinder to 5e. So, I tried to follow the UA “Modifying Classes” rules referring to Arcane Traditions
and studied all official Schools of Magic, because the new School should (1) be balanced and (2) bring some
fiery flavor. I know, I just could choose the School of evocation and just roleplay the fire topic, but it just
doesn’t feel the same. Creating flavor really isn’t a problem, but the tricky thing is to keep it balanced. So,
I’d like to know what you think about it!

Elemental School of Fire As an elemental wizard you focus your studies on discovering the secrets of heat
and fire. As you deepen your knowledge about the hot element, you learn to manipulate the scorching
energy that fuels every single flame, from a small candle to a dwarfen forge. As you progress you learn to
tap the plane of fire to have control over what is being consumed by flames and overcomes the heat. […]

Fire Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a
fire spell into your spellbook is halved. Additionally, when you cast a spell of the element opposing to the
chosen one (water/ice) you must expend a spell slot one level higher than the original spell.

Fiery Embrace Starting at 2nd level, due to your intense studying you gain the ability to alter flames in a
way that they don’t harm you. You can ignore 5 points of fire damage. Whenever you take fire damage
exceeding that limit, you will take the remaining damage. As a bonus action you can channel some heat of a
fire spell you cast to create a fiery shield around yourself. That shield lasts until the beginning of your next
turn. The triggering spell can also be a cantrip. Whenever a creature within 5 feet of you hits you with a
melee attack, the attacker takes fire damage equal to your proficiency bonus + the triggering spell’s level.

Sculpt Flames Beginning at 6th level, you can sculpt fire to suit your desires. When you cast a fire spell, that
affects other creatures that you can see, you can choose a number of them equal to your intelligence
modifier + your proficiency bonus. The chosen creatures take no fire damage. Additionally, you learn the
Control Flames cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice.
The cantrip doesn’t count against the number of cantrips known. When you cast Control Flames, you can
affect flames within a number of connected 5-foot cubes equal to half your wizard level.

Inured to Fire Beginning at 10th level, you have resistance to fire damage. You are immune to nonmagical
fire damage, if you are not unconscious. You have spent so much time dealing with magical and nonmagical
fire that you have become inured to some of its scorching effects.

Master of Fire Starting at 14th level, you can spend 8 hours on a ritual to tap heat from the plane of fire
itself and create a fiery ruby. You can use your action to consume the reserve of heat stored within the fiery
ruby in a single burst. When you do so, choose one of the following effects. Your fiery ruby is destroyed and
can’t be remade until you finish a long rest:
1-Blazing Ruby. You touch the fiery ruby to an object – no larger than 10 cubic feet – melting it down by the
released elemental heat. You must spend 1 minute channeling the heat from the fiery ruby to the object.
Every material can be molten this way.

2-Plane Rift. You cast Fire Storm without expending a spell slot or needing to have the spell in your
spellbook. You cannot choose to keep plant life unaffected by this spell.

3-Scorching Heat. You touch the fiery ruby with both hands, deepening your connection to the fire plane
and fueling your spells. You can cast amplified versions of fire spells with a combined spell level that is
equal to your intelligence modifier + your proficiency bonus. A fire spell amplified this way ignores
resistance and immunity to fire. Furthermore, you gain advantage on your spell attack rolls and creatures
have disadvantage on their saving throws against these fire spells. This effect lasts for 10 minutes.

4-Living Flames. You throw the fiery ruby into a fire – not smaller than a 5-foot cube – infusing the stored
elemental energy into the flames, and animating them. 1d4 Fire Elementals step out of the fire – one per
turn – and willingly obey your orders. When dropped to 0 hit points or after 1 hour the Fire Elementals
disappear.

You might also like