You draw on elemental magic to transform yourself, taking on features based on the element chosen. You gain the following benefits until the spell ends:
Fire Elemental:
Fire Jets. You gain a flying speed of 60 feet.
Flamethrower. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can expel Flaming energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. On a failure, If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Storm Elemental:
Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Cloud Form. You gain a flying speed of 60 feet.
Electric Discharge: When you cast this spell, and as a bonus action on subsequent turns for the duration, you Send a bolt of lightning to every creature in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 lightning damage on a failed save, or half as much damage on a successful one.
Rock Elemental:
Tremorsense. You have tremorsense with a range of 30 feet. Within that range, you can sense see anything that touches the ground, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, if the creature moves.
Rock Throw. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can throw rocks in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Rock Armor. Rocks cover your body as armor, giving you an AC of 21.
Ice Elemental:
Ice Wave. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can expel freezing energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
Ice Skating. You can move creating icy bridges that dissolves behind you, you gain a flying speed of 60 feet.
Acid Elemental:
Acid Spray. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can expel freezing energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 acid damage and another 3d8 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
Slippery Form. You gain a walking speed of 80 feet and climbing speed of 40 feet.
Energy Elemental:
Force Wave. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can expel a force pulse in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Blink. Once per turn, you can teleport up to 60 feet to an unoccupied space that you can see.
Warp Space. You magically twist space around another creature you can see within 30 feet. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within 30 feet of the origin point. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
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