So when I say Avatar, I'm talking about the bald kid that can bend all the elements.
In a campaign I'm in, we have a Moon Druid who keeps trying to go "Avatar State" by casting Fire Shield on themselves first. Then on their next turn casting Investiture of Wind and then bonus action turning into an Earth Elemental. So doing this he becomes a flying Earth Elemental that deals fire damage any time someone within 5 feet hits them. Everyone in the group really likes this idea and wants to make it better. As we have a few other casters in the group, we've talked about casting other spells on him to round off his Avatar awesomeness. One other player said they would cast Dragon's Breath to give him cold damage and another would cast Enlarge/Reduce to make him a huge burning flying rock that spews ice.
What I want is to see if anyone has other ideas on how we can get this Avatar thing even better. If anyone knows of additional spells, good multiclassing options, or magic items that would make him an even better combination of the Four Elements.
Preferably, would like to come up with something that wouldn't require other casters so that we can make him a self sufficient Avatar, but open to hear every idea you all have to make this even better.
I feel like I don't have to mention this: The rings of elemental command. They are legendary magic items and there are 4 of them, one for each element. Good luck acquiring all 4 in a campaign, but if you do, you will take a step further into the ultimate avatar. To take this a step further, your DM would have to bypass the rule of 3 attuned magic items to allow you to use all 4 of them at once, and even more so to allow other magic items to be used. This would mean while the Avatar is not in his wild shape, he gets (assuming he did the thingy with the rings where he killed the elementals to unlock more powers): No fall damage, understanding Auran, Ignan, Tauran, and Aguan, resist lightning, natural flying speed, bunch of spells and various charges, resist acid, earthglide, immune to fire, immunity to difficult terrain from rocks and rubble, water walking, water breathing, and a swimming speed. These spells include: Dominate Monster (on the 4 different elemental types), Chain Lightning, Gust of Wind, Wind Wall, Stoneshape, Stoneskin, Wall of Stone, Burning Hands, Fireball, Wall of Fire, Create or Destroy Water, Control Water, Ice Storm, and Wall of Ice. Each ring has its own set of charges that are not transferable. Meaning that AS LONG AS this avatar is not in the wildshape fireshield investure dragons breath enlarged whole combo thing, he gets all these abilities.
I know the question was to make the transformed creature even better, yes, but I just felt the need to mention the rings. Maybe the character runs out of wildshapes and cannot turn into the elemental if there's a second combat before the next rest? Im not sure, maybe he's level 20 and has unlimited of them but still, the rings.
The thing about magic items is that when you use wildshape, the druid chooses to have all their equipment merge with their new form, is worn by it, or is dropped in front of it. So it could be possible to wear magic items as an earth elemental. As for more spells. I'm not quite sure what the party's level is. I know that you guys are above level 14 because thats when Moon Druids get the elemental wildshape, and 8th level spells are at level 15, so Im going to presume level 15 or more. The only 9th level spell I can think of that would help in the long run is Foresight which, if cast on the Avatar, would grant him advantage on attacks, ability checks, and saving throws, and he is immune to being surprised. In addition, all attacks against the Avatar have disadvantage. Only if you have a 9th level spell slot to spare of course. This may not be the best choice, as wish is far more powerful and has far more potential. Another buff spell is Enhance Ability, a second level transmutation spell. It isn't the greatest thing in the world, but it's there if you're out of options. Also speaking, the Avatar's concentration spell is taken by investure, and at such a level, the Avatar can still cast spells. So in said combat, assuming 8th level spells or lower, the avatar can heal themselves or cast other non concentration spells. A good spell for the Avatar: Sanctuary. If the Avatar is the target of Sanctuary, any creature who attacks the Avatar must make a wisdom saving throw or target another creature or the spell fails. This is a 1st level spell and its decently powerful. Unfortunately, this spell is only available to Clerics, Bards (magical secrets), or users of the Magic Initiate Feat (which is pretty worth it if I may say so). If your party has access to Foresight, that immediately trumps Sanctuary since disadvantage doesnt stack.
A good spell to cast before combat is Heroes' Feast. It cures all diseases, poisons, grants immunity to poison and being frightened, has advantage on all Wisdom saves (which is good for druids, as they are wisdom based), gains 2d10 max hp and the same hp. It lasts for 24 hours for any creature (up to 12) who participate.
This is basically all I could come up with after a short search, but Im sure there are more. Im not sure the party and the level, and that would narrow it down. I hope this helped!
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I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
I probably should have mentioned it in the OP, but we are all Level 17 and probably be 18 in the next session or two.
I'd completely forgotten about the Rings of Elemental Command. Not sure if we could convince the DM to give him more than 1, but even just one might be enough to allow him to finish out his Avatar state without outside aide from any of the other players. Especially if we can get the one for Air Elemental.
All your other options are good suggestions for general spells to use on anyone, but they wouldn't be much assistance in giving him that Master of all the Elements feel that we're looking to create.
Okay right so the level 17. You have access to 9th level spells and the Avatar's concentration is taken up by his Investure of Wind spell. Since all the best buff spells require concentration, it may be difficult to pick and choose certain spells over others, but it really depends on the situation. One of your spell casters is already concentrating on Enlarge/Reduce, and another on the Dragon's Breath, so I fear there isnt a lot that you CAN do without concentration. However, doing a bit more research as led me to these discoveries.
-Another general handy spell that could be a game changer is Haste. That's x2 speed (120 flying I believe), +2 AC, Advantage on Dex saves, +1 action, and it is a concentration spell, available to sorcerers, wizards, and bards (magical secrets).
-Yet another spell is Mind Blank. The big thing about this one is that it is NOT concentration and lasts for 24 hours. Available in the Bard and Wizard spell list, the Avatar is immune to psychic damage, cannot have their mind read or emotions sensed, immunity to charm and divinations, and this spell counters all other spells, including Wish. The only downside to this spell is that is situational and rarely will your avatar come into a combat where these are prevalent. It's a waste of an 8th level spell slot. But it's an option.
-A great lower level spell to consider is Greater Invisibility. Available to Wizards, Sorcerers, and Bards, the target, as long as concentration is maintained, is invisible for the duration (1 minute/10 combat rounds). This grants your flying pile of flaming rocks advantage on all attacks made against other creatures and all other creatures disadvantage against him. May be a better choice than Dragon's breath in my opinion. The only downside to this addition is the fact that it doesnt fit perfectly with the roleplay aesthetic of the Avatar since invisibility isnt necessarily an ability the Avatar would do.
-A notable mention: Heroism. A 1st level spell castable by Bards and Paladins make the target immune to being frightened and some temporary hitpoints. For when you're really out of options.
-A solid choice if you have a paladin or cleric: A 4th level abjuration called Death Ward. Its a non concentration spell that lasts for 8 hours. If the Avatar drops to 0 hit points or an effect would instantly slay him, he drops to 1 hit point instead, or the effect is negated, and the spell ends. I think, by the word of this, this applies to his Wildshape as well. So if the Avatar has this spell cast on him and he drops to 0 hit points as an earth elemental, I do believe that this spell would apply and keep him alive at 1 before he reverts back to his normal form. Consult with your DM about it, but either way, this spell is always good. And if your DM approves it, that'll give your Avatar one last turn to heal before losing their wildshape, which can make a difference.
-Freedom of movement. A 4th level abjuration available to Bards, Clerics, Druids, and Rangers is a non concentration spell that grants immunity to difficult terrain (not helpful since he can fly with the investure), and cannot have his speed reduced by any means. He can spend 5 feet of movement to escape non magical restraints and grapples. Being underwater imposes no disadvantage on movement or attacks. This one is more situational but is still a good add on.
-Longstrider is a semi good choice for just a TAD bit extra flight speed. This puts a +10 movement speed (it doesnt specify which movement, so lets add it to flying) for 70 flying speed, which can be doubled with Haste to 140 feet. A decent +20 foot boost if you cast it in the right order. Its a first level spell available to bards, druids, rangers, and wizards, and is not concentration, lasting for 1 hour.
Unfortunately, these are all the notable spells I could find in the Player's Handbook that best fit what you're looking for. Im now looking elsewhere, such as in Xanathar's, Tasha's, and other books that provide other 5e approved spells. I hope this helps!
Rollback Post to RevisionRollBack
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
I feel like I don't have to mention this: The rings of elemental command. They are legendary magic items and there are 4 of them, one for each element. Good luck acquiring all 4 in a campaign, but if you do, you will take a step further into the ultimate avatar. To take this a step further, your DM would have to bypass the rule of 3 attuned magic items to allow you to use all 4 of them at once, and even more so to allow other magic items to be used. This would mean while the Avatar is not in his wild shape, he gets (assuming he did the thingy with the rings where he killed the elementals to unlock more powers): No fall damage, understanding Auran, Ignan, Tauran, and Aguan, resist lightning, natural flying speed, bunch of spells and various charges, resist acid, earthglide, immune to fire, immunity to difficult terrain from rocks and rubble, water walking, water breathing, and a swimming speed. These spells include: Dominate Monster (on the 4 different elemental types), Chain Lightning, Gust of Wind, Wind Wall, Stoneshape, Stoneskin, Wall of Stone, Burning Hands, Fireball, Wall of Fire, Create or Destroy Water, Control Water, Ice Storm, and Wall of Ice. Each ring has its own set of charges that are not transferable. Meaning that AS LONG AS this avatar is not in the wildshape fireshield investure dragons breath enlarged whole combo thing, he gets all these abilities.
I know the question was to make the transformed creature even better, yes, but I just felt the need to mention the rings. Maybe the character runs out of wildshapes and cannot turn into the elemental if there's a second combat before the next rest? Im not sure, maybe he's level 20 and has unlimited of them but still, the rings.
The thing about magic items is that when you use wildshape, the druid chooses to have all their equipment merge with their new form, is worn by it, or is dropped in front of it. So it could be possible to wear magic items as an earth elemental. As for more spells. I'm not quite sure what the party's level is. I know that you guys are above level 14 because thats when Moon Druids get the elemental wildshape, and 8th level spells are at level 15, so Im going to presume level 15 or more. The only 9th level spell I can think of that would help in the long run is Foresight which, if cast on the Avatar, would grant him advantage on attacks, ability checks, and saving throws, and he is immune to being surprised. In addition, all attacks against the Avatar have disadvantage. Only if you have a 9th level spell slot to spare of course. This may not be the best choice, as wish is far more powerful and has far more potential. Another buff spell is Enhance Ability, a second level transmutation spell. It isn't the greatest thing in the world, but it's there if you're out of options. Also speaking, the Avatar's concentration spell is taken by investure, and at such a level, the Avatar can still cast spells. So in said combat, assuming 8th level spells or lower, the avatar can heal themselves or cast other non concentration spells. A good spell for the Avatar: Sanctuary. If the Avatar is the target of Sanctuary, any creature who attacks the Avatar must make a wisdom saving throw or target another creature or the spell fails. This is a 1st level spell and its decently powerful. Unfortunately, this spell is only available to Clerics, Bards (magical secrets), or users of the Magic Initiate Feat (which is pretty worth it if I may say so). If your party has access to Foresight, that immediately trumps Sanctuary since disadvantage doesnt stack.
A good spell to cast before combat is Heroes' Feast. It cures all diseases, poisons, grants immunity to poison and being frightened, has advantage on all Wisdom saves (which is good for druids, as they are wisdom based), gains 2d10 max hp and the same hp. It lasts for 24 hours for any creature (up to 12) who participate.
This is basically all I could come up with after a short search, but Im sure there are more. Im not sure the party and the level, and that would narrow it down. I hope this helped!
This just solved a problem i have been dealing for nearly a year now. A player of mine wanted to become the Avatar (like A:TLAB) and i honestly never knew about this Ring of elemental command. Luckily the the campaign stopped because of the pandemic so now i have a way to deal with it. Thanks!!
Rollback Post to RevisionRollBack
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
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So when I say Avatar, I'm talking about the bald kid that can bend all the elements.
In a campaign I'm in, we have a Moon Druid who keeps trying to go "Avatar State" by casting Fire Shield on themselves first. Then on their next turn casting Investiture of Wind and then bonus action turning into an Earth Elemental. So doing this he becomes a flying Earth Elemental that deals fire damage any time someone within 5 feet hits them. Everyone in the group really likes this idea and wants to make it better. As we have a few other casters in the group, we've talked about casting other spells on him to round off his Avatar awesomeness. One other player said they would cast Dragon's Breath to give him cold damage and another would cast Enlarge/Reduce to make him a huge burning flying rock that spews ice.
What I want is to see if anyone has other ideas on how we can get this Avatar thing even better. If anyone knows of additional spells, good multiclassing options, or magic items that would make him an even better combination of the Four Elements.
Preferably, would like to come up with something that wouldn't require other casters so that we can make him a self sufficient Avatar, but open to hear every idea you all have to make this even better.
I feel like I don't have to mention this: The rings of elemental command. They are legendary magic items and there are 4 of them, one for each element. Good luck acquiring all 4 in a campaign, but if you do, you will take a step further into the ultimate avatar. To take this a step further, your DM would have to bypass the rule of 3 attuned magic items to allow you to use all 4 of them at once, and even more so to allow other magic items to be used. This would mean while the Avatar is not in his wild shape, he gets (assuming he did the thingy with the rings where he killed the elementals to unlock more powers): No fall damage, understanding Auran, Ignan, Tauran, and Aguan, resist lightning, natural flying speed, bunch of spells and various charges, resist acid, earthglide, immune to fire, immunity to difficult terrain from rocks and rubble, water walking, water breathing, and a swimming speed. These spells include: Dominate Monster (on the 4 different elemental types), Chain Lightning, Gust of Wind, Wind Wall, Stoneshape, Stoneskin, Wall of Stone, Burning Hands, Fireball, Wall of Fire, Create or Destroy Water, Control Water, Ice Storm, and Wall of Ice. Each ring has its own set of charges that are not transferable. Meaning that AS LONG AS this avatar is not in the wildshape fireshield investure dragons breath enlarged whole combo thing, he gets all these abilities.
I know the question was to make the transformed creature even better, yes, but I just felt the need to mention the rings. Maybe the character runs out of wildshapes and cannot turn into the elemental if there's a second combat before the next rest? Im not sure, maybe he's level 20 and has unlimited of them but still, the rings.
The thing about magic items is that when you use wildshape, the druid chooses to have all their equipment merge with their new form, is worn by it, or is dropped in front of it. So it could be possible to wear magic items as an earth elemental. As for more spells. I'm not quite sure what the party's level is. I know that you guys are above level 14 because thats when Moon Druids get the elemental wildshape, and 8th level spells are at level 15, so Im going to presume level 15 or more. The only 9th level spell I can think of that would help in the long run is Foresight which, if cast on the Avatar, would grant him advantage on attacks, ability checks, and saving throws, and he is immune to being surprised. In addition, all attacks against the Avatar have disadvantage. Only if you have a 9th level spell slot to spare of course. This may not be the best choice, as wish is far more powerful and has far more potential. Another buff spell is Enhance Ability, a second level transmutation spell. It isn't the greatest thing in the world, but it's there if you're out of options. Also speaking, the Avatar's concentration spell is taken by investure, and at such a level, the Avatar can still cast spells. So in said combat, assuming 8th level spells or lower, the avatar can heal themselves or cast other non concentration spells. A good spell for the Avatar: Sanctuary. If the Avatar is the target of Sanctuary, any creature who attacks the Avatar must make a wisdom saving throw or target another creature or the spell fails. This is a 1st level spell and its decently powerful. Unfortunately, this spell is only available to Clerics, Bards (magical secrets), or users of the Magic Initiate Feat (which is pretty worth it if I may say so). If your party has access to Foresight, that immediately trumps Sanctuary since disadvantage doesnt stack.
A good spell to cast before combat is Heroes' Feast. It cures all diseases, poisons, grants immunity to poison and being frightened, has advantage on all Wisdom saves (which is good for druids, as they are wisdom based), gains 2d10 max hp and the same hp. It lasts for 24 hours for any creature (up to 12) who participate.
This is basically all I could come up with after a short search, but Im sure there are more. Im not sure the party and the level, and that would narrow it down. I hope this helped!
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
I probably should have mentioned it in the OP, but we are all Level 17 and probably be 18 in the next session or two.
I'd completely forgotten about the Rings of Elemental Command. Not sure if we could convince the DM to give him more than 1, but even just one might be enough to allow him to finish out his Avatar state without outside aide from any of the other players. Especially if we can get the one for Air Elemental.
All your other options are good suggestions for general spells to use on anyone, but they wouldn't be much assistance in giving him that Master of all the Elements feel that we're looking to create.
Okay right so the level 17. You have access to 9th level spells and the Avatar's concentration is taken up by his Investure of Wind spell. Since all the best buff spells require concentration, it may be difficult to pick and choose certain spells over others, but it really depends on the situation. One of your spell casters is already concentrating on Enlarge/Reduce, and another on the Dragon's Breath, so I fear there isnt a lot that you CAN do without concentration. However, doing a bit more research as led me to these discoveries.
-Another general handy spell that could be a game changer is Haste. That's x2 speed (120 flying I believe), +2 AC, Advantage on Dex saves, +1 action, and it is a concentration spell, available to sorcerers, wizards, and bards (magical secrets).
-Yet another spell is Mind Blank. The big thing about this one is that it is NOT concentration and lasts for 24 hours. Available in the Bard and Wizard spell list, the Avatar is immune to psychic damage, cannot have their mind read or emotions sensed, immunity to charm and divinations, and this spell counters all other spells, including Wish. The only downside to this spell is that is situational and rarely will your avatar come into a combat where these are prevalent. It's a waste of an 8th level spell slot. But it's an option.
-A great lower level spell to consider is Greater Invisibility. Available to Wizards, Sorcerers, and Bards, the target, as long as concentration is maintained, is invisible for the duration (1 minute/10 combat rounds). This grants your flying pile of flaming rocks advantage on all attacks made against other creatures and all other creatures disadvantage against him. May be a better choice than Dragon's breath in my opinion. The only downside to this addition is the fact that it doesnt fit perfectly with the roleplay aesthetic of the Avatar since invisibility isnt necessarily an ability the Avatar would do.
-A notable mention: Heroism. A 1st level spell castable by Bards and Paladins make the target immune to being frightened and some temporary hitpoints. For when you're really out of options.
-A solid choice if you have a paladin or cleric: A 4th level abjuration called Death Ward. Its a non concentration spell that lasts for 8 hours. If the Avatar drops to 0 hit points or an effect would instantly slay him, he drops to 1 hit point instead, or the effect is negated, and the spell ends. I think, by the word of this, this applies to his Wildshape as well. So if the Avatar has this spell cast on him and he drops to 0 hit points as an earth elemental, I do believe that this spell would apply and keep him alive at 1 before he reverts back to his normal form. Consult with your DM about it, but either way, this spell is always good. And if your DM approves it, that'll give your Avatar one last turn to heal before losing their wildshape, which can make a difference.
-Freedom of movement. A 4th level abjuration available to Bards, Clerics, Druids, and Rangers is a non concentration spell that grants immunity to difficult terrain (not helpful since he can fly with the investure), and cannot have his speed reduced by any means. He can spend 5 feet of movement to escape non magical restraints and grapples. Being underwater imposes no disadvantage on movement or attacks. This one is more situational but is still a good add on.
-Longstrider is a semi good choice for just a TAD bit extra flight speed. This puts a +10 movement speed (it doesnt specify which movement, so lets add it to flying) for 70 flying speed, which can be doubled with Haste to 140 feet. A decent +20 foot boost if you cast it in the right order. Its a first level spell available to bards, druids, rangers, and wizards, and is not concentration, lasting for 1 hour.
Unfortunately, these are all the notable spells I could find in the Player's Handbook that best fit what you're looking for. Im now looking elsewhere, such as in Xanathar's, Tasha's, and other books that provide other 5e approved spells. I hope this helps!
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
This just solved a problem i have been dealing for nearly a year now. A player of mine wanted to become the Avatar (like A:TLAB) and i honestly never knew about this Ring of elemental command. Luckily the the campaign stopped because of the pandemic so now i have a way to deal with it. Thanks!!
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"