Wrapping yourself in power from the Elemental Planes, you assume an elemental mantle for the duration. The effects of the mantle are determined by the element you choose.
Air: You are unaffected by difficult terrain on the ground. The range of all your weapon attacks is doubled and ranged attacks have disadvantage against you or targets within 5 feet of you.
Earth: You are unaffected by difficult terrain that results from rock or rubble, and the ground within 20 feet of you is difficult terrain to others. Additionally, when you take bludgeoning, piercing or slashing damage, you can use your reaction to halve the damage.
Fire: You are immune to fire damage. when a creature within 5 feet of you hits or misses you with a melee attack, or otherwise makes physical contact with you, that creature takes 1d6 fire damage. In addition, your melee attacks deal 1d6 fire damage.
Water: You have swim speed equal to your land speed, and you can breathe underwater. you also have fire resistance. Finally, whenever you take fire or lightning damage, choose a point within 20 feet of you. Steam fills a 20-foot radius centered on that point, heavily obscuring the area until the end of your next turn.
* - (a bit of earth, water, ash or air)
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Posted Feb 17, 2024This is a spell I loved taken from the original 5e playtest so I added it here. I use it at my table. It is absolutely very powerful for a level 3 spell. I copied it as it was, but if you want to balance it, requiring concentration would be the best way.