{"name":"Magus","overview":"The use of magic is a long standing tradition, though now it\u2019s\r\nbecome less common with fewer practitioners than ever.\r\nAlong with this, magic that isn\u2019t derived from divinity is seen\r\nas unholy and an affront the divine, making many ostracize\r\nMagi and their like. Magus is one of the distinct arcane\r\npractices to survive through the progression of society. Magi\r\ncombine natural talent, along with study and a keen mind in\r\norder to perform the arcane arts they have dedicated\r\nthemselves to. They commit themselves to a particular style\r\nof casting and elevate spells of that style. Long live the Magi.\r\nMagi scholars fall into four distinct practices denoted by their\r\ntitle: the [b]Beguiler, the Preserver, the Revoker, and the\r\nSummoner[\/b].","hitdice":"d6","hitpointsfirstlevel":"6+your constitution modifier","hitpointsathigherlevels":"1d6 (or 4) + your constitution modifier per magus level after 1st","armorproficiencies":"None","weaponproficiences":"Daggers, Darts, Slings, Quarterstaves, Short-bows, Derringers","tools":"None","savingthrows":"Intelligence & Wisdom","skills":"choose two from Arcana, History, Insight,\r\nInvestigation, Mechanics, Medicine, and Religion","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n[ul][li]a derringer and 20 pistol ammo[\/li][\/ul]\r\n[ul][li]a dagger[\/li][\/ul]\r\n[ul][li](a) a component pouch or (b) an arcane focus[\/li][\/ul]\r\n[ul][li](a) a scholar\u2019s pack or (b) an explorer\u2019s pack\r\na spellbook[\/li][\/ul]","spellcasting":"As a student of arcane magic,you have started to show your\r\nabilities in using the arcane arts through natural talent and\r\nstudy and your spellbook containing your spells show the first\r\nglimmerings of your true power. See chapter 10 of the PHB\r\nfor the general rules of spellcasting and chapter 11 for the\r\nMagus spell list. (For your list of spells refer to the Wizard list\r\nfrom the PHB and also including the following spells: 1st\r\nlevel: armor of agathys 2nd level: enthrall 4th level:\r\ncompulsion)\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 1st level, you know three cantrips of your choice from the\r\nMagus spell list. You learn additional Magus cantrips of your\r\nchoice at higher levels, as shown in the Cantrips Known\r\ncolumn of the Magus table.\r\n[h2]Spellbook[\/h2]\r\nAt 1st level, you have a spellbook containing six 1st-level\r\nmagus spells of your choice.\r\n[h2]Your Spellbook[\/h2]\r\nThe spells that you add to your spellbook as you gain levels\r\nreflect the arcane research you conduct on your own, as well\r\nas intellectual breakthroughs you have had about the nature\r\nof the multiverse. You might find other spells during your\r\nadventures. You could discover a spell recorded on a scroll in\r\nan evil Magus' chest, for example, or in a dusty tome in an\r\nancient library.\r\n\r\nCopying a Spell into the Book. When you find a Magus\r\nspell of 1st level or higher, you can add it to your spellbook if\r\nit is of a level for which you have spell slots and if you can\r\nspare the time to decipher and copy it. Copying a spell into\r\nyour spellbook involves reproducing the basic form of the\r\nspell, then deciphering the unique system of notation used by\r\nthe Magus who wrote it. You must practice the spell until you\r\nunderstand the sounds or gestures required, then transcribe\r\nit into your spellbook using your own notation. For each level\r\nof the spell, the process takes 2 hours and costs 50 gp. The\r\ncost represents material components you expend as you\r\nexperiment with the spell to master it, as well as the fine inks\r\nyou need to record it. Once you have spent this time and\r\nmoney, you can prepare the spell just like your other spells.\r\nReplacing the Book. You can copy a spell from your own\r\nspellbook into another book\u2014for example, if you want to\r\nmake a backup copy of your spellbook. This is just like\r\ncopying a new spell into your spellbook, but faster and easier,\r\nsince you understand your own notation and already know\r\nhow to cast the spell. You need spend only 1 hour and 10 gp\r\nfor each level of the copied spell. If you lose your spellbook,\r\nyou can use the same procedure to transcribe the spells that\r\nyou have prepared into a new spellbook. Filling out the\r\nremainder of your spellbook requires you to find new spells\r\nto do so, as normal. For this reason, many Magi keep backup\r\nspellbooks in a safe place.\r\n\r\nThe Book\u2019s Appearance. Your spellbook is a unique\r\ncompilation of spells, with its own decorative flourishes and\r\nmargin notes. It might be a plain, functional leather volume\r\nthat you received as a gift from your master, a finely bound\r\ngilt-edged tome you found in an ancient library, or even a\r\nloose collection of notes scrounged together after you lost\r\nyour previous spellbook in a mishap.\r\n\r\nPreparing and Casting Spells\r\nThe Magus table shows how many spell slots you have to cast\r\nyour spells of 1st level and higher. To cast one of these spells,\r\nyou must expend a slot of the spell\u2019s level or higher. You\r\nregain all expended spell slots when you finish a long rest.\r\nYou prepare the list of Magus spells that are available for you\r\nto cast. To do so, choose a number of Magus spells from your\r\nspellbook equal to your Intelligence modifier + your Magus\r\nlevel (minimum of one spell). The spells must be of a level for\r\nwhich you have spell slots. For example, if you're a 3rd-level\r\nMagus, you have four 1st-level and two 2nd-level spell slots.\r\nWith an Intelligence of 16, your list of prepared spells can\r\ninclude six spells of 1st or 2nd level, in any combination,\r\nchosen from your spellbook.\r\n\r\nIf you prepare the 1st-level spell magic missile, you can cast it\r\nusing a 1st-level or a 2nd-level slot. Casting the spell doesn\u2019t\r\nremove it from your list of prepared spells. You can change\r\nyour list of prepared spells when you finish a long rest.\r\nPreparing a new list of Magi spells requires time spent\r\nstudying your spellbook and memorizing the incantations and\r\ngestures you must make to cast the spell: at least 1 minute\r\nper spell level for each spell on your list.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nIntelligence is your spellcasting ability for your Magus spells,\r\nsince you learn your spells through dedicated study and\r\nmemorization. You use your Intelligence whenever a spell\r\nrefers to your spellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving throw DC for a\r\nMagus spell you cast and when making an attack roll with\r\none.\r\n\r\n[i]Spell Save DC = 8 + your proficiency bonus + your\r\nIntelligence modifier\r\n\r\nSpell Attack Modifier = your proficiency bonus + your\r\nintelligence modifier[\/i]\r\n\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a Magus spell as a ritual if that spell has the\r\nritual tag and you have the spell in your spellbook. You don't\r\nneed to have the spell prepared. Spellcasting Focus You can\r\nuse an arcane focus (found in chapter 5) as a spellcasting\r\nfocus for your Magus spells.\r\n\r\n[h2]Learning Spells of 1st level and higher[\/h2]\r\nEach time you gain a Magus level, you can add two Magus\r\nspells of your choice to your spellbook. Each of these spells\r\nmust be of a level for which you have spell slots, as shown on\r\nthe Magus table. On your adventures, you might find other\r\nspells that you can add to your spellbook (see the \u201cYour\r\nSpellbook\u201d).","features":"[h2]Rigoric[\/h2]\r\nStarting at 1st level, Rigoric is the language of Magi that they\r\nuse not only to communicate with each other but also helps\r\nthem channel Arcane energies. Rigoric is largely a runic\r\nlanguage but takes from multiple languages from around the\r\nworld from those that have gone extinct too those still around\r\ntoday as they will take anything that better helps them\r\nchannel their magic. Rigoric is a secret language of Magi but\r\nthe basics of it are often known to those are proficient in\r\nknowledge of Arcana as the teachers often overlap. You and\r\nothers who know this language automatically spot hidden\r\nmessages in Rigoric. Others spot the message's presence\r\nwith a successful DC 15 Wisdom (Perception) check but can't\r\ndecipher it without magic. You can also attempt to determine\r\nthe nature or gist of messages in Rigoric with a successful\r\nDC 15 Intelligence (Arcana) check, you may miss out on\r\ncertain information in the message or the nuances of the\r\nmessage (the DM determines this) by trying to understand\r\nthe message in this manner.\r\n\r\nArcane Research\r\nAt 2nd level, the way that most Magi develop their natural\r\ntalent is through research and intense practice that come\r\nthrough the 4 major house\u2019s of magic: The Beguilers, The\r\nPreservers, The Revokers, and the Summoners all 4 are\r\ndetailed at the end of the class description. Your choice\r\ngrants you features when you choose it at 2nd level and again\r\nat 6th, 10th, 14th, and 18th level.\r\n\r\n[h2]Font of Magic[\/h2]\r\nStarting at 2nd level, you tap into a deep wellspring of magic\r\nwithin yourself. This wellspring is represented by magi\r\npoints, which allow you to create a variety of magical effects.\r\n[h2]Magi Points[\/h2]\r\nYou have 2 magi points, and you gain more as you reach\r\nhigher levels. as shown in the magi points column of the\r\nMagus table. You can never have more magi points than\r\nshown on the table for your leveI. You regain all spent magi\r\npoints when you finish a long rest.\r\n[h2]Flexible Casting[\/h2]\r\nYou can use your magi points to gain additional spell slots, or\r\nsacrifice spell slots to gain additional magi points. You learn\r\nother ways to use your magi points as you reach higher levels\r\n[h2]Creating Spell Slots[\/h2]\r\nYou can transform unexpended magi points into one spell\r\nslot as a bonus action on your turn. The Creating Spell Slots\r\ntable shows the cost of creating a spell slot of a given level.\r\nYou can create spell slots no higher in level than 5th.\r\n\r\nCreating Spell Slots\r\nSpell Slot Level| Magi Point Cost\r\n1st |2\r\n2nd |3\r\n3rd |5\r\n4th |6\r\n5th |7\r\n\r\nConverting a Spell Slots to Magi Points. As a bonus\r\naction on your turn, you can expend one spell slot and gain a\r\nnumber of sorcery points equal to the slot's leveI.\r\n[h2]Metamagic[\/h2]\r\nAt 3rd level, you gain the ability to twist your spells to suit\r\nyour needs. You gain two of the following Metamagic options\r\ndepending on your arcane research. You gain another\r\nmetamagic option at 9th and 15th level. You can use only one\r\nMetamagic option on a spell when you cast it, unless\r\notherwise noted.\r\n\r\n[h3]Careful Spell[\/h3]\r\nWhen you cast a spell that forces other creatures to make a\r\nsaving throw, you can protect some of those creatures from\r\nthe spell's full force. To do so, you spend 1 magi point and\r\nchoose a number of those creatures up to your Charisma\r\nmodifier (minimum of one creature). A chosen creature\r\nautomatically succeeds on its saving throw against the spell.\r\n[h3]Distant Spell[\/h3]\r\nWhen you cast a spell that has a range of 5 feet or greater,\r\nyou can spend 1 magi point to double the range of the spell.\r\nWhen you cast a spell that has a range of touch, you can\r\nspend 1 sorcery point to make the range of the spell 30 feet.\r\n[h3]Empowered Spell[\/h3]\r\nWhen you roll damage for a spell, you can spend 1 magi point\r\nto reroll a number of the damage dice up to your Charisma\r\nmodifier (minimum of one). You must use the new rolls. You\r\ncan use Empowered Spell even if you have already used a\r\ndifferent Metamagic option during the casting of the spell.\r\n[h3]Extended Spell[\/h3]\r\nWhen you cast a spell that has a duration of 1 minute or\r\nlonger. you can spend 1 magi point to double its duration, to a\r\nmaximum duration of 24 hours.\r\n[h3]Heightened Spell[\/h3]\r\nWhen you cast a spell that forces a creature to make a saving\r\nthrow to resist its effects, you can spend 3 magi points to give\r\none target of the spell disadvantage on its first saving throw\r\nmade against the spell.\r\n[h3]Quickened Spell[\/h3]\r\nWhen you cast a spell that has a casting time of 1 action, you\r\ncan spend 2 magi points to change the casting time to 1\r\nbonus action for this casting.\r\n[h3]Subtle Spell[\/h3]\r\nWhen you cast a spell, you can spend 1 magi point to cast it\r\nwithout any somatic ar verbal components.\r\n[h3]Twinned Spell[\/h3]\r\nWhen you cast a spell that targets only one creature and\r\ndoesn't have a range of self, you can spend a number of magi\r\npoints equal to the spell's level to target a second creature in\r\nrange with the same spell (1 magi point if the spell is a\r\ncantrip).\r\n[h2]Ability Score Improvements[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your choice\r\nby 2, ar you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n[h2]Metamagic Mastery[\/h2]\r\nAt level 17, your research on metamagic has come to a point.\r\nInstead of only being able to use your class specific\r\nmetamagic option you received at 10th level on your specific\r\nareas of spell specialization you may instead use them on any\r\nMagus spells you know.\r\n[h2]Font Overwhelming[\/h2]\r\nBy 20th level, you have found a way to overcharge yourself\r\nwith arcane energy for a short time so that you can twists\r\nspells to your whim without expending your magi points.\r\nWhen you use this ability for the next minute you may use\r\nmetamagic without expending magi points, you regain use of\r\nthis feature after a short or long rest.","subclasses":"[h1]Arcane Research[\/h1]\r\nMagi have many options when choosing their area of\r\nresearch. Fortunately enough for them, the choices are\r\nnarrowed by the availability of instructors. The four majors\r\ndisciplines which have the most students include the\r\nbeguilers, the preservers, the revokers, and the summoners.\r\nOften times, there is at least one specific school of magic that\r\nthe Magi inherently favors. The reasoning of Magi learning\r\ntwo schools is to broaden their horizons so that their\r\nresearch isn\u2019t too narrow and to work with the magic that\r\nseems most compatible with their preferred school of magic.\r\nThese areas of specialization also seek to enhance the\r\nmagical abilities that they\u2019re most comfortable with in\r\ninteresting ways. It is meant to deepen their bonds with\r\nmagic so that they gain magical skills unique to their\r\nresearch. Combining these schools can create things most\r\nuseful for the kind of magic they seek to use. All schools of\r\nmagic can work collaboratively and create unique abilities\r\nwhen learned and studied together. However, unique doesn't\r\nalways mean useful. That is the reason why the schools are\r\noften learned and taught together the way they are.\r\n[h1]Beguiler[\/h1]\r\nEnchant and deceive\r\n[h2]After Image[\/h2]\r\nAt 2nd level, you learn how to use your spells to bewilder your\r\nenemies and cause them to lose track of your exact location.\r\nAfter casting an illusion or enchantment spell the next attack\r\nroll against you is done so with disadvantage until the start of\r\nyour next turn.\r\n[h2]Classic Misdirection[\/h2]\r\nAt 6th level, you\u2019ve learned how to make a duplicate of\r\nyourself to distract enemies and take your place in the fray. As\r\nan action, you create a perfect illusion of yourself with one\r\nfourth of your health that lasts for up to 5 minutes,The\r\nillusion appears in an unoccupied space that you can see\r\nwithin 30 feet of you. As a bonus action on your turn, you can\r\nmove the illusion up to 30 feet to a space you can see, but it\r\nmust remain within 120 feet of you. For the duration, you can\r\ncast spells as though you were in the illusion's space, but you\r\nmust use your own senses.\r\nAdditionally, when both you and your illusion are within 5\r\nfeet of a creature that can see the illusion, you have\r\nadvantage on attack rolls against that creature, given how\r\ndistracting the illusion is to the target. The duplicate\r\ndisappears when its health drops to 0, the creature that\r\ncaused its health to drop to 0 must make a wisdom saving\r\nthrow against your spell save DC or be charmed by you for\r\none minute. You regain use of this feature after a short or\r\nlong rest.\r\n\r\n[h2]Additional Metamagic: Flexible Saving\r\nThrows[\/h2]\r\nAt 10th level, you gain the ability to change and shift the\r\nsaving throw used to resist your spells from your specialized\r\nschools of magic to confuse and undermine those against\r\nyou. When you cast a spell that is an Enchantment or Illusion\r\nthat requires a creature to make a saving throw against it you\r\nmay expend 3 magi points and change the type of saving\r\nthrow the spell calls for in it\u2019s description to another saving\r\nthrow of your choice.\r\n[h2]Mind Control[\/h2]\r\nAt 14th level, you gain the ability to take over the and control\r\nthe mind of another creature. You choose a creature within\r\n60 feet of you that you can see and this creature must make a\r\nWisdom Saving Throw. The DC for the Saving Throw is\r\nequal to you Spell Save DC. If you are in combat with the\r\ncreature, it has advantage on the saving throw. If the creature\r\nis unconscious, it has disadvantage on the saving throw. If the\r\ncreature is immune to psychic damage, it is unaffected by this\r\nfeature. On a failed save, you are now completely in control of\r\nthat creatures body for 1 hour, you gain the creature's\r\nphysical stats but maintain your mental stats. On a successful\r\nsave, nothing happens. While in control of this creature's\r\nbody, your body lies unconscious and you can not feel or\r\nperceive anything that happens to your body. If your body dies\r\nwhile using this feature you lose control of the creatures\r\nmind. After using this feature you must finish a long rest\r\nbefore you regain use of this feature.\r\n[h2]Tangible Projections[\/h2]\r\nBy 18th level, you have learned the secret of weaving tangible\r\nmagic into your illusions to give them a temporary reality.\r\nWhen you cast an Illusion spell of 1st level or higher, you can\r\nchoose one inanimate, non-magical object that is part of the\r\nillusion and make that object real. You can do this on your\r\nturn as a bonus action while the spell is ongoing. The object\r\nremains real for 1 minute. For example, you can create an\r\nillusion of door on the wall of a jail cell and make it real long\r\nenough for you to step through. You can attempt to make an\r\nIllusory creature real but it must be of 5 CR or lower. If you\r\nchoose illusory reality to create a creature, you may not use\r\nagain this way until you finish a long rest.\r\n[h1]Preserver[\/h1]\r\nPerceive and protect\r\n[h2]Arcane Shield[\/h2]\r\nAt 2nd level your studies have revealed to you how to to use\r\nyour arcane energy to protect you and those around you.\r\nWhen you cast divination or abjuration spell you may imbue\r\non ally with minor protective magic, choose one ally, or\r\nyourself, within 50 ft and they gain AC equal to half the level\r\n(rounded up) of divination or abjuration spell you casted until\r\nthe start of your next turn. You may use this feature a number\r\nof times equal to your intelligence modifier and all uses of\r\nthis feature are restored when you finish a long rest.\r\n[h2]Intervention[\/h2]\r\nBy 6th level you can see glimpses into the future. These\r\nglimpses allow you to concentrate your magical energy to\r\ngive some ability change the future. Whenever you or a\r\ncreature within 100 feet of you makes an ability check, attack\r\nroll, or saving throw you can choose to store that roll and\r\nmake them reroll that check. You can then use the stored roll\r\nto replace any ability check, attack roll or saving throw. If you\r\ndo not use the stored roll before you finish a long rest you\r\nlose it. Once you use this feature you can not use it again\r\nuntil you finish a long rest.\r\n[h2]Additional Metamagic: Enhanced\r\nConcentration[\/h2]\r\nStarting at 10th level, you gain the ability to use your magic to\r\nenhance your concentration and make it so you can\r\nconcentrate multiple spells of your specialized schools of\r\nmagic at once. When you cast a spell on your turn and you\r\nare already concentrating on a spell you may expend 3 magi\r\npoints to cast another spell that is either Abjuration or\r\nDivination that requires concentration. When making a\r\nconcentration checks on these spells you make each\r\nconcentration check separately.\r\n[h2]Improved Intervention[\/h2]\r\nBy 14th level your glimpses into the future have grown strong\r\nenough that you can change events more frequently. You can\r\nuse your intervention feature twice before finishing a long\r\nrest.\r\n[h2]Spell Resistance[\/h2]\r\nStarting at 18th level, you have advantage on saving throws\r\nagainst spells. Furthermore, you have resistance against the\r\ndamage of spells.\r\n[h1]Revoker[\/h1]\r\nChange and manipulate\r\n[h2]Success Revoked[\/h2]\r\nAt 2nd level, you gain the ability to cause an enemy to fail\r\nwhen they should succeed. When an enemy succeeds a\r\nsaving throw against a transmutation or necromancy spell\r\nyou used, you may instead use your reaction to make them\r\nreroll the saving throw (they must use the new roll), once you\r\nuse this feature you may not use it again until you finish a\r\nlong rest.\r\n[h2]Phylactery[\/h2]\r\nBy 6th level your work has brought you to the creation of a\r\nphylactery an ancient form of magic that you believe will give\r\nyou insight into the vast mysteries of life. You can spend 8\r\nhours creating a phylactery that contains vast magic that you\r\ncan only tap the surface of. You gain one of the following\r\nbenefits that you can change at the end of every long rest:\r\n[ol][li]Darkvision out to a range of 60 feet[\/li][\/ol]\r\n[ul][li]An increase to speed of 10 feet while the creature is\r\nunencumbered[\/li][\/ul]\r\n[ul][li]Proficiency in Constitution saving throws[\/li][\/ul]\r\n[ul][li]Resistance to acid, cold, fire, lightning, necrotic, or\r\nthunder damage (your choice whenever you choose this\r\nbenefit)[\/li][\/ul]\r\n[ul][li]Undead minions you summon also gain health equal to your\r\nMagus level and gain damage on their attacks equal to your\r\nproficiency bonus.[\/li][\/ul]\r\n\r\n[h2]Additional Metamagic: Chronoshift[\/h2]\r\nAt 10th level, you gain the ability to manipulate the time it\r\nwould normally take to cast one of your spells from your\r\nspecialized schools of magic. When you cast a Necromancy\r\nor Transmutation spell that has a casting time of 1 hour or\r\nless you can choose to expend 3 magi points to change its\r\ncasting time to 1 action.\r\n[h2]Flesh from Earth[\/h2]\r\nAt 14th level, you gain the ability to transmute human bodies.\r\nAs an action you can transform at least 100 pounds to at\r\nmost 300 pounds of wood, dirt, stone, iron, copper, or\r\nmaterial into a human body or skeleton, and you can also do\r\nthe reverse, You can turn a creature within 5ft of you into\r\neither wood, dirt, stone, iron, copper, or silver and when\r\nattempting this on a creature that is still alive that creature\r\nmakes a constitution saving throw equal to your magi spell\r\nsave dc. On a failure they take 7d8 of force damage, the\r\ncreature takes half as much on a success. If the target is\r\ndropped to 0 hit points by this feature they turn into the\r\nmaterial you choose when you used this feature. This feature\r\nhas no effect on undead and constructs. You can use this a\r\nnumber of times equal to your intelligence modifier and you\r\nregain all uses of this feature when you finish a long rest.\r\n[h2]Enhanced Phylactery[\/h2]\r\nBy 18th level, you have now studied your phylactery further\r\nand have uncovered more of it\u2019s many mysterious properties.\r\nYour phylactery gives you resistance to necrotic damage (if\r\nyou choose necrotic damage as your resistance as your\r\nbenefit through the phylactery you instead gain immunity to\r\nnecrotic damage.), poison damage, advantage on saving\r\nthrows against being poisoned, and immunity to disease. Also\r\nwhen you cast animate dead or create undead you can target\r\none additional corpse or pile of bones, creating another\r\nzombie, skeleton, or ghoul as appropriate.\r\n[h1]Summoner[\/h1]\r\nConjure and destroy\r\n[h2]Elemental Affinity[\/h2]\r\nAt 2nd level, you pick one damage type from acid, cold, fire,\r\nlightning, or thunder. Spells you cast ignore resistance to the\r\ndamage of the chosen type (Including creatures summoned\r\nby the spells you cast).\r\n[h2]Potent Cantrip[\/h2]\r\nStarting at 6th level, your damaging cantrips become more\r\neffective at damaging foes. When a creature succeeds on a\r\nsaving throw against your cantrip, the creature takes half the\r\ncantrip's damage (if any) but suffers no additional effect from\r\nthe cantrip or if the cantrip is cast as a spell attack you may\r\nadd your intelligence modifier to the damage roll.\r\n[h2]Additional Metamagic: Energy Change[\/h2]\r\nStarting at 10th level, you have gained the ability to change\r\nthe type damage that a spell from your specialized school of\r\nmagic does. When you cast a spell that is either Conjuration\r\nor Evocation that does damage you may expend 3 magi\r\npoints to change that spell's damage type to acid, cold, fire,\r\nlightning, or thunder damage.\r\n[h2]Elemental Aura[\/h2]\r\nBy 14th level, you\u2019ve learned how to make creatures you\r\nsummon along with yourself radiate your favored element. At\r\nthe end of your turn you and any creatures you summon deal\r\n5 damage, of the type you chose at 2nd level with elemental\r\naffinity, to any creature within 5ft of you or any creature you\r\nsummon, an enemy can not take ay more than 20 damage per\r\nround from this feature.\r\n[h2]Elemental Master[\/h2]\r\nBy 18th level, you have now mastered the element you chose\r\nat 2nd level as part of your elemental affinity. You now ignore\r\nimmunity to the damage type you chose with elemental\r\naffinity and you are now resistant to that type.","tabledata":"Level|Proficiency Bonus |Cantrips Known |Spells Known| 1st| 2nd| 3rd| 4th| 5th| 6th| 7th| 8th| 9th\r\n1st| +2| 2| 4| 2| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014\r\n2nd| +2 | 2| 5| 3| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014\r\n3rd |+2 | 2 |6 |4 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014| \u2014\r\n4th |+2 | 3| 7| 4| 3| \u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n5th |+3 | 3 |8 |4 |3 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014| \u2014\r\n6th |+3  |3 |9 |4 |3 |3 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n7th |+3 | 3 |10 |4 |3 |3 |1 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n8th |+3 | 3| 11| 4| 3| 3| 2| \u2014| \u2014| \u2014| \u2014| \u2014\r\n9th |+4 | 3 |12 |4 |3 |3 |3 |1 |\u2014 |\u2014 |\u2014| \u2014\r\n10th| +4 | 4| 13| 4| 3| 3| 3| 2| \u2014| \u2014| \u2014| \u2014\r\n11th| +4 |4 |13 |4 |3 |3 |3 |2 |1 |\u2014| \u2014| \u2014\r\n12th |+4 | 4| 14| 4 |3 |3 |3 |2 |1 |\u2014 |\u2014 |\u2014\r\n13th |+5 | 4 |15 |4 |3 |3 |3 |2 |1 |1 |\u2014 |\u2014\r\n14th |+5 | 4| 16| 4 |3 |3 |3 |2 |1 |1| \u2014| \u2014\r\n15th |+5 | 4 |16 |4 |3 |3 |3 |2 |1 |1 |1| \u2014\r\n16th |+5 | 4 |17 |4 |3 |3 |3 |2 |1 |1 |1 |\u2014\r\n17th |+6 | 4 |18 |4 |3 |3 |3 |2 |1 |1 |1 |1\r\n18th |+6 |4 |18| 4 |3 |3 |3 |3 |1 |1 |1 |1\r\n19th |+6 | 4 |20 |4 |3 |3 |3 |3 |2 |1 |1 |1\r\n20th |+6 | 4| 20| 4 |3 |3 |3 |3 |2 |2 |1 |1","tags":"","templateId":"25","blockId":"183254","isShared":"1"}