Gift of the Elemental Lords

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Gift of the Elemental Lords

Through the trials, you have proven yourself to be worthy of the gift of the elemental lords.

  • You learn the Investiture of Elements spell and cast it once without expending a spell slot. When you cast the spell this way, it does not require your concentration. Once you use this ability, you can not do so until you have completed a long rest.
  • While you are under the effects of Investiture of Elements spell, when you or an ally within 60ft of you takes fire, cold, thunder, lightning, acid or poison damage, you can use your reaction to negate that damage, absorbing it and gain temporary hit points equal to the damage dealt.
  • You can use an action to summon one of the four primal elementals. It appears within 60ft. of you. You can use an action on your subsequent turns to keep the elemental summoned and control it. The elemental stays summoned up to 10 minutes. Alternatively you can dismiss the elemental using your bonus action. It acts on your turn when you use an action to command it. Once you skip using your action to maintain the elemental, it disappears in 1d4 turns. It does its best to follow your last given command before you stop maintaining the control. Once you use this ability, you can not do so until you have completed a long rest.
  • Alternatively, instead of summoning a primal elemental, you can use your action to summon a Chaos Elemental It appears within 60ft. of you. On your subsequent turns, you can use your action to try and control the elemental. To do so, you can make a skill check using your spell casting modifier contested by the Chaos Elementals charisma check. As long as you win the contest, the Chaos Elemental obeys your verbal commands. If you fail the ability check or do not use your action to do so, the Chaos Elemental persist for 1d4 turns. During this time, it attacks a random non elemental creature each turn. At the end of this duration the Chaos Elemental violently bursts, dealing 10d6 fire, 10d6 cold, 10d6 lightning and 10d6 thunder damage to each creature within 120ft. Each creature within range can make a Constitution saving throw against your spell save DC, taking half damage on a successful save. Once you use this ability, you can not use this or primal elemental summoning ability for one week.

Investiture of Elements

8th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Ice rimes on your skin, bits of rock spread across you, wind whirls around you and flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames do not harm you. Until the spell ends, you gain the following benefits:

• You have resistance to bludgeoning, piercing, and slashing damage.

• You are immune to fire, cold, thunder, lightning, acid and poison damage.

• Ranged weapon attacks made against you have disadvantage on the attack roll.

• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

• You can move across difficult terrain made of ice, snow, earth or stone without spending extra movement. You can move through ice, snow, solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d10 fire and 1d10 cold damage.

• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.



Primal Air Elemental

Huge, neutral


  • Armor Class 21
  • Hit Points 240
  • Speed 120ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 24 (+6) 18 (+4) 11 (+0) 16 (+3) 14 (+2)

  • Saving Throws Dex +15, Con +12, Wis +11
  • Skills Acrobatics +15, Perception +11, Stealth +15
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities lightning, thunder, poison; bludgeoning, piercing, slashing damage from non magical weapons
  • Condition Immunities exhaustion, grappeled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120ft., passive perception 21
  • Languages Auran, Primordial
  • Challenge 22 (41,000 XP)

Air Form. The primal air elemental can enter a hostile creature’s space and stay there. Creatures in the primal elementals space suffer the effects of storm aura, with disadvantage on their saving throw. The primal air elemental can move through a space as narrow as 1 inch wide without squeezing if air can pass through the space and it does not provoke opportunity attacks when it moves

Elemental Attacks. The elemental’s attacks are magical.

Magic Resistance. The primal elemental has advantage on saving throws against spells and magical effects.

Storm Aura. As a bonus action the elemental can create a storm filled with swirling wind and debris that fills the area within 30 feet of the elemental. Creatures that start their turn in the aura must make a DC 21 Constitution saving throw, taking 11 (2d10) bludgeoning and 11 (2d10) piercing damage on a failure or half as much damage on a success. In addition, while the aura is active, the primal elemental has half cover from creatures that attack it in the aura, but are not adjacent to it, and three-quarters cover from creatures outside the aura.

Untethered. The primal elemental has advantage on initiative rolls and effects that would inflict the incapacitated condition.


Actions

Multiattack. The Primal Air Elemental makes three attacks, any combination of slam and gust attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 30ft., one target. Hit 30 (6d6+9) bludgeoning damage

Gust. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 22 (5d8) bludgeoning damage and the target must succeed on a DC 23 Strength saving throw or be pushed 10 feet plus 5 additional feet for each point rolled below the DC.

Whirlwind (Recharge 4-6). The primal air elemental increases the fury of its cyclone and storm aura. Any creature in the primal elemental’s space or aura must make a DC 21 Strength saving throw taking 22 (4d10) bludgeoning and 22 (4d10) piercing damage and be thrown on a failure, or half as much damage on a success. On a failure a gargantuan creature is thrown 10 feet, a huge creature 20 feet, a large creature 40 feet, and a medium or smaller creature 80 feet.

A thrown creature must make a DC 21 Dexterity saving throw, taking 3 (1d6) damage for each 10 feet it is thrown on a failure, or half as much damage on a success.

Fusion Elemental