dauntless/content/Classes/Wizard/Tradition of the Blueletter.md
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source: Kobold Press Blog
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![[assets/cfa4a8c65c96286fe9ecdf087c40fa34_MD5.jpg]]
Most wizards know and appreciate the power of evocation magic; a few even specialize in it. One particular school, known as Blueletters, for their founders predilection to write in blue ink, focus narrowly into harnessing and applying the classic elements. Blueletter wizards (many of whom follow in their founders style of scribing spells in blue ink) channel the elements with more power and finesse than others of their kind, and their studies coax basic spells to into new forms increasing their effectiveness and power.
**Note:** For purposes of the Blueletter subclass, “elemental damage” refers to one of the following damage types: acid, cold, fire, lightning, or thunder. A Blueletter elemental spell is considered any spell that deals one of these types of damage, or has an effect based on the classical four elements of air, earth, fire, or water.
# Blueletter Progression
| | |
|---|---|
|**Wizard Level**|**Features**|
|3rd|Adaptation, Primal Magic|
|7th|Elemental Substitution|
|11th|Elemental Prowess|
|15th|Elemental Primacy|
# Elemental Adaptation
_3rd-Level Blueletter Feature_
When you finish a short or long rest, choose one type of elemental damage and gain resistance to it. In addition, if you take a different type of elemental damage than the one you chose, you can use your reaction to change your resistance to that type of damage. The new resistance applies to the damage that triggered the reaction and any further damage you take. Once you can use this feature to change your resistance, you cant change it again until you finish a long rest. Any resistance that you choose or change to remains until you choose a different resistance with this feature.
# Elemental Acumen
_3rd-Level Blueletter Feature_
You understand the speech of any Elemental, and Elementals can understand your speech, as if you shared a common language. You have advantage on all CHA (Intimidation or Persuasion) checks made toward any Elemental with a CR equal to or less than half your wizard level.
When you make a spell attack that deals elemental damage, add your **INT** modifier to the damage. If a spell deals elemental damage and does not require an attack roll, count any roll of 1 or 2 as a 3 when determining damage.
# Elemental Substitution
_7th-Level Blueletter Feature_
When casting a spell that deals elemental damage, you can alter its properties to deal a different type of damage. For example, you can cast _scorching ray_ and deal cold damage instead of fire damage. You can do this a number of times equal to your **PB**, after which you cannot use this feature again until you have finished a long rest.
# Elemental Prowess
_11th-Level Blueletter Feature_
You choose one type of elemental damage when you finish a short or long rest. When you deal damage of that type with your spells or any magic item, you ignore the target creatures resistance. In addition, Elementals you conjure have at least 75% of the maximum possible hit points for their type.
# Elemental Primacy
_15th-Level Blueletter Feature_
All your elemental damage ignores resistance. Choose one type of elemental damage when you finish a long rest. When you deal damage of that type with your spells or any magic item, you treat immunity to that energy type as resistance. In addition, Elementals you conjure have the maximum hit points possible for their type.