Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Buff
You imbue your body with the might of an elemental. When casting this spell, pick one of the following elements, for the duration of the spell, you gain the following benefits:
Elemental Strikes: You can spend your action to lash out against one creature using your imbued limbs with a range of 10 ft. This attack uses your spell attack modifier and deals 4d8 + your spell casting modifier damage of the type of your chosen element.
Elemental Fortitude:
- You gain 4d8 + your spell casting modifier Temporary Hit Points.
- You gain resistance to non-magical piercing, slashing and bludgeoning damage.
- You cannot be paralyzed, petrified or poisoned.
| Fire | Water | Earth | Air | Shadow | Light |
|---|---|---|---|---|---|
| Your elemental damage type is fire. | Your elemental damage type is cold. | Your elemental damage type is bludgeoning. | Your elemental damage type is bludgeoning. | Your elemental damage type is necrotic. | Your elemental damage type is radiant. |
| You gain resistance to fire damage. | You gain resistance to cold damage. | You gain an additional 2d8 temporary hit points. | You cannot be grappled, restrained or prone. | You gain resistance to necrotic damage. | You gain resistance to radiant damage. |
| When you deal fire damage to an enemy they begin to burn. They take 1d10 fire damage at the start of each of their turns. This takes an action for a creature to put out. | You gain a swimming speed of 90 feet. | You deal double damage against objects and structures with your elemental strikes. | You gain a flying speed of 30 feet. | As a bonus action, you can travel through shadow. If you're standing in a shadow, you can teleport up to 30 feet to another shadow you can see. | When dealing an elemental strike, you can instead choose to heal the target for half the amount of damage you would have done. |
| As an action, you can end the spell in a mighty explosion. Creatures in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. | As a reaction when you take damage, you can end the spell by hardening the water surrounding your skin. You gain resistance to all damage, 10d8 temporary hit points and are stunned until the start of your next turn. You lose all of these benefits at the start of your next turn. | As an action, you can hurl the earth imbuing your form at a creature you can see within 60 feet, ending the spell preemptively. The target must make a Dexterity saving throw. It takes 8d6 bludgeoning damage on a failed saving throw and is stunned. On a successful saving throw the target takes half as much damage. | As an action, you whirl the air around you aggressively, ending the spell preemptively. Each creature within a 10-foot-radius sphere must make a Strength saving throw. On a failure, a target takes 4d8 bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. | As an action, you can end the spell preemptively by launching the darkness outwards. All creatures within a 30-foot-radius sphere must make an Constitution saving throw. On a failed save, a creature is blinded, grappled, and restrained for the next minute. At the end of each of its turns, affected creatures can make a Constitution saving throw. On a success, the spell ends. | As an action, you expel your light outwards, ending the spell preemptively. All creatures of your choice within a 30-foot-radius sphere must make a Constitution saving throw. A target takes 4d8 radiant damage on a failed save, or half as much on a successful one. You can instead choose to heal any willing creatures for half that amount. |
| You gain 60 feet of Darkvision. | You gain 60 feet of Darkvision. | You gain 60 feet of Darkvision. | You gain 60 feet of Darkvision. | You gain 60 feet of Darkvision. | You gain 60 feet of Darkvision. |
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you gain an additional 1d8 temporary hit points and your elemental strikes deal an additional 1d8 damage for each slot level above 5th.
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