Until the spell ends, you control one of 4 elements air, water, earth and fire. you can also touch a creature and imbue them with this. they do not need to be willing. while castings you need somatic movement. in order to cast one of the elements you need some of that element near you. a bonfire for a fire some stone for earth
Earth
bonus action stone wall. create a 1 foot thick 8 foot tall 4 foot wide wall. it takes 35 Hitpoint's to destroy the wall. it is immune electricity and resistant to fire damage
action boulder Launch a large piece of rock at a target within 80 feet. they must succeed a dc 17 dex save or take 4d8 crushing damage
quick sand. choose a 20 by 20 foot square within 80 feet and make it difficult terrain
water
bonus action Ice Spike launch a icicle at a target within 100 feet. upon hit deal 3d6 ice damage
action Waterbend move , freeze or shape 2 cubic feet of water within 50 feet of you. you can try to freeze a medium creature but they must fail a dc 15 dex save or be frozen for 1 minute and given the opportunity to make a dc 18 str save to break free. while frozen they cannot move or speak and any attack of 5 hp or more breaks the ice. any extra damage hits the creature.
Air
bonus action Flying gust. gain a 40 foot jump and 30 foot glide
action Air punch launch forward a gust of air knock anything back within a 30 foot cone 40 feet back. up to 230 pounds with a dc 17 strength save they also take 2d6 thunder damage
Fire
action dragons breath out of your mouth you bellow a 20 foot cone of flame. any creature within this zone must succeed a dc 17 dex save or take 6d6+2 fire damage. half on a successful save.
bonus action flaming dive kick jump up and fly into the ground launching gouts of flame in a 15 foot circle around you dealing 2d10+4 damage on a failed dc 17 dex save along with giving them disadvantage on hitting your allies and advantage on hitting you next round. it deals half that on a successful
* - (a flame bit of water stone or the air around you respectively)
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