Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect

The power of your wild magic creates a volatile elemental servant. Roll 1d4, summoning an appropriate elemental depending on the result.

1--Air Elemental

2--Water Elemental

3--Earth Elemental

4--Fire Elemental

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental does not disappear. It instead becomes hostile toward you and your companions. It takes its next turn in the initiative, and at the end, it dies.

When the elemental dies at the end of the turn you break concentration, or it drops to 0 hit points through damage, it explodes violently and every creature in a 30-foot radius must make a dexterity saving throw. On a failure, each creature takes 4d6 damage, and half as much damage on a success. The damage is determined by the elemental's type. An Air or Water Elemental deals cold damage,, a Fire Elemental deals fire damage, and an Earth elemental deals thunder damage.

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

bookwyrmpendragon

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