You're a wimp, at least the elemental planes think so. As an action you crush the chosen component in your hand, shout "It's wimping time!" and summon a lesser elemental copy of yourself made of earth, air, water or, fire. You may only have one wimp at a time. The wimp, regardless of element, looks like you but slightly frightened at all times.
Your elemental copy has the following stats, otherwise they are the same as yours.
Fire: +10 to movement speed, +1 to dex and str, -1 to int and wis. Immune to fire dmg
Wind: +15 to movement speed, +2 to dex, -1 to wis and str. Immune to thunder dmg.
Earth: +2 to ac, +1 to str and con, -2 to dex. Resists bludgeoning, piercing and slashing.
Water: +10 to movement speed, +1 to dex and str, -1 to int and cha. Immune to poison dmg.
The wimp has your movement speed and AC, plus their bonuses, and has 2d6 plus your spell casting mod for hp. The fire, water, and air forms can move through spaces only an inch wide. The earth form can move through natural soil similar to earth glide. You may psychically communicate with the wimp and it may understand one language you speak, but it cannot talk. All forms of the wimp have disadvantage to fear and charm effects.
The wimp has a slam attack regardless of form.
Wimpish Flailing +spell attack bonus to hit, 1d6 + spell mod bludgeoning damage. This damage counts as magical for the sake of overcoming resistances.
The wimp can be commanded as a bonus action on your turn to do an action. If given no commands it will try to defend you. The wimp can also be commanded to give the help action, but only in combat or simple tasks. The wimp cannot use tools or weapons. The wimp can try to grapple or shove opponents.
When cast at levels above 2nd, the wimp gains an extra 1d6 to their Wimpish Flailing.
* - (Feather from a sickly bird (wind), burnt and rendered animal lard/oil (fire), clump of wild hog droppings (earth) or, vial of spit from a sailor (water))
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