The Elementalist (D&D 5th Ed.)

by Gaston

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The Elementalist

Elementalist

In a world of heroes clad in gleaming plate armor, stealthy figures cloaked in shadows, and magic-wielding saviors, there exists a unique breed of warriors known as 'Elementalists.'


These individuals have forged a profound connection with the primal elements of Gea, the Mother Nature, with whom they embark on a lifelong journey dedicated to the study and mastery of this elemental magic, seeking to find balance within the forces of nature itself.

An Elemental Bond

For many years, monks of all kinds have sought refuge in Gea. These monks are a lineage of mages and sorcerers who have forged a unique connection with the primordial elements.


An Elementalist's path begins in childhood, as they are identified as potential candidates to become guardians of nature. Gea, the embodiment of nature's essence, chooses those whose hearts resonate with the elements

Each aspirant is granted the opportunity to bond with an elemental spirit, a spiritual guide that will accompany them throughout their lives. Through this spiritual bond, the Elementalists are bestowed with unique powers, which manifest at crucial stages of their development.


As the Elementalist progresses on their path, their elemental spirit bestows additional powers at key moments in their development. These powers reflect the unique characteristics of each spirit and its connection to that particular element.

Elemental Calling

Elementalists lead diverse lives shaped by the elemental spirits they align with. Each calling reflects the unique nature of their chosen element.

Elementalists devoted to spirits like Kōtha, the Golden Phoenix of Fire, follow a path reminiscent of paladins and soldiers, dedicated to disciplined training and unwavering vigilance against anything that may threat their close ones or nature itself.


In contrast, those who bond with Ságara, the Blue Leviathan of Ice and Water, pursue a more scholarly lifestyle akin to monks or wizards. They immerse themselves in the pursuit of knowledge and control over their element, seeking to shape the battlefield to their advantage.


Elementalists attuned to Phada, the Black Bear of Earth, tread a path akin to clerics and guardians. They draw their strength from the very earth beneath their feet, wielding powers that provide unwavering protection and defense, much like the unyielding mountains. Like devoted clerics, their mission centers on preserving the sanctity of life. They stand as stalwart guardians against the chaos and threats that jeopardize Gea's delicate balance.


These distinct elemental callings dictate Elementalists' training, way of life, and the challenges they face in their quest to master the primal forces of Gea.

Multiclassing and the Elementalist

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Elementalist as one of your classes.


Ability Score Minimum: As a multiclass character, you must have the spellcasting score that corresponds to the element of elementalist that you want to have with 13 points or higher, or to take a level in another class if you are already an Elementalist.


Proficiencies Gained: If Elementalist isn't your initial class, you do not gain any proficiencies.

The Elementalist
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Elemental Spirit 2
2nd +2 Resilient Body 3
3rd +2 Elemental Spirit 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack / Extra Cast 4 3 2
6th +3 Elemental Spirit 4 3 3
7th +3 Arcane Dominance 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Elemental Spirit 4 3 3 3 1
10th +4 Elemental Resonance 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Elemental Spirit,
Ability Score Improvement
4 3 3 3 2 1
13th +5 Arcane Dominance 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 Elemental Spirit 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Arcane Dominance 4 3 3 3 2 1 1 1 1
18th +6 Elemental Spirit 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Spirit Invocation 4 3 3 3 3 2 2 1 1

Class Features

As an Elementalist, you gain the following class features:

Hit Points

Hit Dice: 1d6 per Elementalist Level
Hit Points at 1st Level: 6 + Constitution Mod.
Hit Points: 1d6 (or 4) + Constitution Mod. per Level

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Choose one type of Artisan’s Tools
Saving Throws: Charisma, Wisdom
Skills: Choose three from Arcana, Athletics, Survival, Intimidation, Persuasion, History, Religion, and Investigation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Quarterstaff or (b) a Shortbow and 20 Arrows.
  • (a) a pair of Daggers or (b) a Leather Armor.
  • (a) an Explorer’s, (b) Priest's or (c) Scholar's pack.
  • an arcane focus.

Wealth roll: 2d4 x 10 Gold pieces

Quick Build

To quickly make an Elementalist you may follow this suggestions. First, make Constitution or Dexterity your highest score depending on which kind of path are you taking, you may use Constitution for the melee paths and Dexterity for the ranged paths.

Second, your next-highest score should be the spellcasting modifier of the path taken. And third, choose the Acolyte background with your God being your elemental guide.

Elemental Spirit

At 1st level, you start your path on developing your magical abilities related to the Elements of Gea, better known as Mother Nature. She gives to her magicians the choice of having a Spiritual partner, which will provide them with all of their powers and beliefs.

Depending on which spiritual guide you choose, it will grant you specified features at 1st, 3rd, 6th, 9th, 12th and 18th level.

You may choose your companion from the following list:

  • Kōtha, the Golden Phoenix (Fire): Those who bond with Kōtha channel the passion though fire. Their magic is linked to the ancient "Bright Flame Combat," allowing them to conjure powerful spells and deliver fiery attacks with inner fervor. Kōtha's influence manifests through the strength of their charisma.

  • Ságara, the Blue Leviathan (Ice/Water): Those who choose Ságara master the art of control and knowledge. Their magic is imbued with the cold and wisdom of water. They can command the battlefield with massive water and ice spells, reflecting their deep understanding of strategy. Ságara guides their power through intelligence.

  • Bādala, the Winged Serpent (Wind): Followers of Bādala embrace the art of blade dance. Their magic focuses on swift attacks and close-range assaults, complemented by wind-related spells. Their magic is linked to their intelligence.

  • Raijuu, the Silver Unicorn (Lightning): Devotees of Raijuu seek the instant destruction of their enemies. Their magic relies on powerful lightning spells that use electrical energy for ranged attacks. Raijuu's magic is rooted in charisma.

  • Phada, the Black Bear (Earth): Elementalists of Phada become masters of defense and protection. They control the very earth and can withstand even the most violent onslaughts. Their magic is based on wisdom.

Spellcasting

Your ability to cast spells is tied to your unique connection with the elemental spirits. The source of your magic flows from your spiritual bond with these entities.

Cantrips

At 1st level, you know a number of cantrips equal to your proficiency bonus. Both, cantrips and spells you can choose, depend on which Elementalist path you chose.

Spell Slots

The Elementalist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these elementalist spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st level and higher

Your knowledge of elemental magic allows you to learn and cast spells.

You begin by knowing spells equal to your spellcasting modifier + your proficiency modifier, chosen from the Elementalist spell list of your respective Elemental Path.

Additionally, when you gain a level in this class, you can choose one of the elementalist spells you know and replace it with another spell from the elementalist spell list, which also must be of a level for which you have spell slots.

Ritual Casting

You can cast an elementalist spell as a ritual if that spell has the ritual tag and you already know the spell.

Spellcasting Ability

Depending on which connection with the elemental spirits you have, makes Charisma, Intelligence or Wisdom your spellcasting ability for your Elementalist spells.

Spell Save DC = 8 + Proficiency Bonus + Spellcasting Mod.

Spell attack modifier = Proficiency Bonus + Spellcasting Mod.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your elementalist spells.

Adaptive Body

When reaching 2nd level, every Elementalist gains the following benefits while being in the right conditions:

  • Kōtha: While being under direct sunlight, you gain Fire Resistance and +1 to your AC.

  • Ságara: While being under rain, you gain Cold Resistance and you are able to generate two Water Remains as a Bonus action.

  • Bādala: While being in a thunderstorm, you gain Thunder Resistance, +20ft of Movement Speed and +1d4 to damage rolls.

  • Raijuu: While in a thunderstorm, you gain Lightning Resistance and you are able to make a 1d100 throw (DC 70) as a bonus action to redirect a lightning bolt 1d10 lightning damage to a target of your choice.

  • Phada: While in difficult terrain made by mud or vines, you are not affected by the difficult terrain, you gain Acid Resistance and you are able to use your reaction to reduce the damage of an incoming attack by your hit die + your Wisdom modifier.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack / Extra Cast

When you reach 5th level as an Earth or Fire Elementalist, you can attack twice, instead of once, whenever you take the attack action on your turn.

Instead, if you reach 5th level as a Lightning or Water Elementalist, you can cast two cantrips, instead of one, whenever you use your action to cast a cantrip that's part of your elementalist spell list.

In case of reaching 5th level as a Wind Elementalist, you are able to choose between 'Extra attack' or 'Extra cast' when using your action.

Arcane Dominance compatibility table
Elements Lesser Fire Lesser Water/Ice Lesser Lightning Lesser Wind Lesser Earth
Dominant Fire - Incompatible 6th Compatible All Compatible 3rd Compatible
Dominant Water/Ice Incompatible - 6th Compatible 3rd Compatible 6th Compatible
Dominant Lightning 6th Compatible 3rd Compatible - 3rd Compatible Incompatible
Dominant Wind 1st Compatible 3rd Compatible 6th Compatible - 1st & 3rd Compatible
Dominant Earth 1st Compatible Incompatible 6th Compatible All Compatible -

Arcane Dominance

(Check the compatibility table shown above)


At 7th level, your guardian starts teaching you techniques from the other spirits. You develop the knowledge to select a Lesser Soul that will teach your Dominant Soul one compatible feature of 6th level or less.

When learning a feature, your Dominant Soul will adapt the Spellcasting Modifier and Element of the original technique to the one used by your guardian.

At 13th and 17th level, you are able to choose another feature from any compatible Lesser Soul.

Elemental Resonance

At 10th level, you unlock the ability to channel the raw power of the elemental forces that course through your veins.

Once per long rest, you can unleash your elemental influence, creating a field of energy with a radius of 100 feet that will affect all creatures within its bounds, even those soaring through the air.

For 1 minute, you gain advantage on all attack rolls against creatures within the area, while all creatures affected by it will have disadvantage in all their saving throws against your spells.

Spirit Invocation

Your power is great enough to ask your guardian for assistance.

When reaching 20th level, you are able to summon a material form of your guardian which, when invoked, will have the same initiative roll as you and will take its turn after yours. Also, when in combat, if your guardian's hit points become 0, it disappears

You can use this feature once per long rest.

All guardian stats and descriptions are detailed at the end of the class.

Elemental Paths

The most important choice in every Elementalist's life: being chosen by a godlike guardian.

Fire Path (Kōtha)

A brutal path were merciless warriors battle with their heart as their weapon.

Bright Flame Combat

At 1st level you learn to fight using your unarmed strikes. These will inflict 1d4 + your Strength Modifier of damage instead of 1 and, when using your Attack action with your unarmed strikes on your turn, you can make another unarmed strike as a bonus action.

Also, when you hit a creature with an unarmed strike, you can expend one spell slot of 1st-level to deal 1d6 of fire damage in addition to your strike's base damage. The extra damage dealt scales in +1d6 per spell slot level higher than 1st-level.

At 6th level your unarmed strikes deal 1d6 + your Strength Mod, and at 12th level your strikes inflict 1d8 + Strength Mod.

Burning Soul

At 3rd level, your inner flame awakens, unleashing new powers.

At this level, while wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier.


Also at this level, you learn to control and shape this new power. When using your bonus action and a 1st-level spell slot, you can make your inner flame enter in any of this three states for 1 minute:

Magma State: While in this state, your soul hardens, giving you +1 to your AC but making you slower, reducing your speed in 10ft.


Ember State: While in this state, you extend your soul's dominion out of your body, giving yourself your charisma modifier + a number of d6s equal to half your level of temporary hit points.


Flame State: While in this state, your fists burn hot, making all your unarmed strikes inflict an additional 1d6 of extra fire damage. However, your AC is reduced in 1 point.


You can change between modes using a bonus action and a 1st-level spell slot even if the previous effect did not finish. In that case, the previous state is canceled and the bonuses from the newer mode become effective for 1 minute.

Additionally, you can cast the 2nd-level spell 'Continual Flame' once per short rest, without needing the spell slot.

Boiling Blood

At 6th level, you canalize all your anger and damage received to empower your inner flame, meaning that:

  • When your hit points drop to half of their maximum amount, you gain your Charisma modifier as bonus fire damage to all your melee attacks.

  • If your hit points drop to one fourth of their maximum amount, you gain one point of AC, while also having advantage on all Strength and Dexterity Saving throws.

These improvements wear out when your hit points reach one quarter or half of their maximum amount, respectively.

Flaming Frenzy

At 9th level, you have mastered the Bright Flame Combat martial arts. Now, you can make one more unarmed strike per Attack action and an additional unarmed strike as a bonus action too.

Phoenix Soul

Starting at 12th level, when your hit points drop to one-quarter of their maximum value, your soul will ignite in flames. In this state, you have two options:

  • Cap your total hit points to one-quarter: You can reduce your maximum hit points to one-quarter of their current value, while gaining an increase in your AC equal to your Charisma modifier.

  • Use the fire from your soul to heal yourself: This option heals you a number of hit points equal to your Constitution modifier x your Elementalist level.

This feature can only be used once per combat and short rest, and its interrupted if you become incapacitated or when combat ends.

Golden Ashes

At 18th level, when you drop to 0 Hit Points, you become ethereal, meaning you cannot be executed by anything until you stand up at your next turn.

When doing so, you get up with a current amount of hit points equal to half the total, while also gaining 3d8 of fire damage to all your attacks and spells.

These benefits last until the end of the combat or until your hit points drop to 0 again, obtaining 1 level of exhaustion on both cases. This feature can be used once per long rest.

Water/Ice Path (Ságara)

A path hard to master, where studious mages become masters of the elemental control.

Water Belt

At 1st level you develop the experience to use a magical belt that will stack up all the Water Remains that you use to cast or improve your cantrips or spells. These Water Remains are generated by you with every cantrip or spell casted that does not use Water remains. The number of Remains generated from these spells are equal to 1 + Spell Slot Level.


For example, if you cast a cantrip, you will generate 1 Water Remain (1 + 0).

The belt can stack a number of remains equal to your level + your intelligence modifier. Also, those remains that are not in your belt, can stay on the floor for 1 minute or until they are consumed by a spell that needs them.

Water Charm

At 3rd level, when using a spell of any level, you gain one Water Charm charge.

These charges can be used after hitting a creature to empower your spells or cantrips, adding 1d6 of cold damage to them with each charge used. You can hold a maximum amount equal to your proficiency modifier + your intelligence modifier of charges.

Rainmaker

At 6th level you can use Create or Destroy Water at will. Also, you can make a 250ft rain zone once per week without needing to use any spell slots.

Additionally, you can consume 3 water remains to recover a 1st-level spell slot, 6 water remains to recover a 2nd level spell slot and 10 water remains for a 3rd level spell slot.

Elemental Partner

At 9th level you gain the ability to summon a Water Elemental by using 8 water remains. This creature characteristics are described in the Monster Manual (page 125).

You can heal this creature by using an action to give water remains (5 max) to it. Each Water remain will heal 1d6 + your spellcasting modifier to the elemental.

This Elemental will have your same initiative roll when summoned and it will have its turn after yours.

You cannot summon more than one elemental at a time and, if the creature dies, you will not be able to summon it again until you take a long rest.

Frozen Charm

At 12th level, when you cast a cantrip or spell that deals cold damage, you can spend three Water Charm charges to empower the conditions of that spell.

Every creature hit by this empowered cantrip or spell must make a Constitution saving throw against your spell save DC. On a failed save, the target is frozen, which is equivalent to the paralyzed condition, until the end of its next turn.

Tidal Surge

At 18th level, you can tap into the immense power of the tides themselves. You can call upon the might of the ocean by expending 15 Water Remains to unleash a devastating Tidal Surge. As an action, you create a massive wave of water that surges forth in a 30-foot-wide and 60-foot-long line in front of you.

All creatures in the area must make a Strength saving throw against your spell save DC or be knocked prone and pushed 60 feet away from you, also taking 5d10 bludgeoning and 5d10 cold damage. Those who succeed on the save take half damage and are not pushed or knocked prone.

This feature's damage can be enhanced by expending Water Charms.

Wind Path (Bādala)

Agile combatatns emulate the dance of the blade, mastering swift and close-range combat techniques.

Wild Wind

At 1st level, you gain additional 10ft movement speed, you develop proficiency with Martial melee weapons with Light properties, making you able to use only those, and your initiative roll gets improved by adding your Intelligence Modifier to it.

Arcane Acceleration

At 3rd level, you gain the ability to cast a cantrip whenever you make an attack as part of the same attack action. To cast any kind of cantrip with this feature, you will need one free hand.

You can use 'Arcane Acceleration' with every attack or cast made, even when using the 'Extra Attack / Extra Cast' or 'Swiftness' features.

You can use 'Arcane Acceleration' a number of times equal to your intelligence modifier per short rest.

Swiftness

At 6th level, you can attack three times, instead of once, whenever you take the attack action on your turn only while using weapons with the Light property.

If this feature is combined with the 'Extra Attack' feature, the number of attacks made with an Attack action will be four.

This feature can be used a number of times equal to your intelligence modifier per short rest.

Supersonic Speed

At 9th level, when making an attack, you can use this feature to duplicate your strike with incredible speed.

When you use this feature, you duplicate the last hit that impacted on the objective, inflicting direct damage without needing to perform an attack roll.


This feature can be only used with Martial melee weapons with Light properties and a number of times equal to your intelligence modifier per short rest.

Quick Senses

At 12th level, when you are being attacked, you can use your reaction to subtract a number of points equal to your intelligence modifier to the enemy’s total attack roll.

Doppelganger

At 18th level and once per long rest, you can clone yourself, making a wind clone that will have half of your total hit points as temporal hit points, while also inflicting half of the damage that you could when making the same attacks or spells. This clone can do everything that you can do while lasting alive for 1 minute.

The amount of spell slots it has and spells it knows are copied from your actual form.

Lightning Path (Raijuu)

Dedicated sorcerers harness the power of lightning to deliver devastating attacks with a singular strike.

Electric Chains

At 1st level you enchant your cantrips with a special property.

Every time that a lightning cantrip hits an objective inflicting damage, half of its damage done will also be inflicted to the two nearest creatures within 5ft range of the objective.

Shocking Remains

At 3rd level, all your lightning cantrips used to inflict damage to a creature, now leave shoking remains: an electric aura that stays over the enemy for 1 minute.

If you hit any creature affected by these shocking remains with a lightning cantrip, you will inflict an additional 1d4 lightning damage to that creature.

To leave shocking remains over a creature, this one must not have lightning resistance nor be already afflicted by this feature's effect.

Arcane Supercharge

At 6th level you can cast two cantrips with your Action. If using Extra-Cast in addition to this feature you can cast three cantrips using your Action.

Energy Overflow

At 9th level, when you land a critical hit while using a cantrip that causes damage to a creature, you regenerate the energy you used to cast that cantrip, making you able to cast another one before ending your Action.

This feature can be activated once per turn.

Overcharge

At 12th level you gain the ability to convert the residual energy of a casted spell as additional power to your next spell.

When casting spells, you obtain a number of d6 equal to half the spell's level rounded down that you can use to improve the damage roll of your next spell.

The d6s stored are replaced by a new amount of d6s every time you cast a spell while not using this feature.

You can use this feature a number of times equal to your charisma modifier per long rest.

Voltaic Dominion

At 18th level, you achieve unparalleled mastery over the element of lightning. You can tap into the very essence of electricity, becoming an embodiment of raw power.

As an action, you can activate Voltaic Dominion, enveloping yourself in a crackling aura of lightning for 1 minute. While this aura is active, you gain the following benefits:

  • Your lightning cantrips and spells bypass any resistance to lightning damage.

  • You have immunity to being paralyzed or stunned, as the electric charge flowing through you shields your body from such effects.

  • You have a number of lightning strikes equal to your charisma modifier that you can release using a bonus action. You may choose a point within 60 feet of you, and all lightning will strike down in a 15-foot radius, causing 2d10 lightning damage per lightning strike to all creatures in that area. A successful Dexterity saving throw halves this damage.

Once you use Voltaic Dominion, you can't use it again until you finish a long rest.

Earth Path (Phada)

Drawing their strength from the very ground they tread, soldiers become guardians of nature's sanctity.

Tough Soul

At 1st level, your hit die becomes 1d10 per Elementalist level.

Additionally, while wearing no armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier. You can still use shields without having any inconvenience with this feature.

Thorned Body

At 3rd level, when another creature damages you with a melee weapon attack, you can use your reaction to force the attacker to make a Constitution saving throw against your spell save DC.

On a failed save, they take piercing damage equal to your Wisdom modifier + your proficiency modifier.

Stone Guardian

At 6th level, as a bonus action, you can transform into a stone guardian, gaining the following benefits:

  • While using this form, you increase in size to Large, and when you use your attack action, you can use the guardian's unarmed strikes as melee weapon attacks, dealing 1d8 + your Wisdom modifier bludgeoning damage.
  • You gain resistance to all damage, except for psychic and force damage.
  • You gain temporary hit points equal to your Wisdom modifier of d10s, representing the guardian's lifespan.
  • You can absorb a ranged attack directed at a creature within 5 feet of you, halving the damage for that ally and taking the other half of the damage instead.

This feature can be used for 1 minute or until it's temporary hit points are depleted. After this, you can use this feature again after a long rest.

Earth Ward

At 9th level, you can use a bonus action to grant a layer of armor that provides bludgeoning, piercing and slashing resistance to a number of creatures equal to your wisdom modifier that are within 30 feet of you for 1 minute.

You can use this feature a number of times equal to your Wisdom modifier before needing a long rest to recover uses.

Tough Soul II

At level 12, you gain immunity to paralysis and poison conditions.

Additionally, when you are under the effects of a condition, you can use a bonus action to make a saving throw against that condition at the beginning of your turn.

Guardian's Wrath

At 18th level, when you are in your stone guardian form, you can use an action to destroy the ground in a 30-foot radius around you, turning it into difficult terrain and sending debris flying in all directions. Each affected creature must make a Dexterity saving throw against your spell save DC or take 6d10 bludgeoning damage and be incapacitated for 1 minute.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Spells

Fire Path Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Control Flames (XGE)
  • Ember Burst
  • Flaming Strikes
  • Light (PhB)
  • Minor Heat Metal
  • Powerfull Smash
  • Produce Flame (PhB)
1st Level
  • Absorb Elements (PhB)
  • Burning Hands (PhB)
  • Detect Magic (PhB)
  • Flaming tempest
  • Searing Core
  • Smoke (Fog Cloud) (PhB)
2nd Level
  • Aganazzar's Scorcher (XGE)
  • Black Blast
  • Golden Blades
  • Heat Metal (PhB)
  • Ring of Fire
  • Scorching Ray (PhB)
3rd Level
  • Daylight (PhB)
  • Elemental Weapon (PhB)
  • Ravenous Fire
  • Jaded Bang
  • Protection from Energy (PhB)
  • Melf's Minute Meteors (XGE)
4th Level
  • Blazing Charge
  • Counter-Burst
  • Daymare
  • Embercore Surge
  • Fire Shield (PhB)
  • Wall of Fire (PhB)
5th Level
  • Black Fire Tempest
  • Immolation (XGE)
  • Phoenix's Flare
  • +2
  • +3
  • +4
6th Level
  • +1
  • +2
  • Investiture of Flame (XGE)
  • Sunbeam (PhB)
  • Supernova
7th Level
  • Delayed Blast Fireball (PhB)
  • Embercore Apex
  • Fire Storm (PhB)
  • +1
  • +2
8th Level
  • Incendiary Cloud (PhB)
  • Sunburst (PhB)
  • +2
9th Level
  • Meteor Swarm (PhB)
  • +1
  • +2

Water Path Spells

Cantrips (0 Level)
  • Freezing Arcana
  • Freezing Spear
  • Frostbite (XGE)
  • Moving Water
  • Purify Wounds
  • Ray of Frost (PhB)
  • Shape Water (XGE)
  • Water Mail
1st Level
  • Absorb Elements (PhB)
  • Complete Control
  • Detect Magic (PhB)
  • Fog Cloud (PhB)
  • Ice Knife (PhB)
  • Summon Crystal
2nd Level
  • Clear Mirror
  • Elemental Tongue
  • Frosted Prison
  • Frozen Claws
  • Shatter Crystals
  • Soul Freezing
3rd Level
  • Elemental Weapon (PhB)
  • Protection from Energy (PhB)
  • Sleet Storm (PhB)
  • Tidal Wave (XGE)
  • Wall of Water (XGE)
  • Water Walk (PhB)
4th Level
  • Blizzard Burst
  • Control Water (PhB)
  • Freezing Burst
  • Ice Storm (PhB)
  • Watery Sphere (XGE)
  • +2
5th Level
  • Cone of Cold (PhB)
  • Maelström (XGE)
  • +1
  • +2
  • +3
  • +4
6th Level
  • Major Blizzard Burst
  • Investiture of Ice (XGE)
  • Otiluke's Freezing Sphere (PhB)
  • Wall of Ice (PhB)
  • +4
7th Level
  • +1
  • +2
  • +3
  • +4
  • +5
8th Level
  • Control Weather (PhB)
  • Tsunami (PhB)
  • +1
9th Level
  • +1
  • +2
  • +3

Lightning Path Spells

Cantrips (0 Level)
  • Electric Mutation
  • Light (PhB)
  • Lightning Javelin
  • Quickness
  • Shocking Grasp (PhB)
  • +1
  • +2
  • +3
1st Level
  • Absorb Elements (PhB)
  • Detect Magic (PhB)
  • Lightning Barrage
  • Thunder Line
  • Witch Bolt (PhB)
  • +1
2nd Level
  • Electrified Zone
  • Guardian’s Shield
  • Misty Step (PhB)
  • +4
  • +5
  • +6
3rd Level
  • Call Lightning (PhB)
  • Daylight (PhB)
  • Elemental Weapon (PhB)
  • Lightning Bolt (PhB)
  • Protection from Energy (PhB)
  • Thunder Step (XGE)
4th Level
  • Freedom of Movement (PhB)
  • Storm Sphere (XGE)
  • +3
  • +4
  • +5
  • +6
5th Level
  • Lightning God
  • +2
  • +3
  • +4
  • +5
  • +6
6th Level
  • Chain Lightning (PhB)
  • Supernova
  • +2
  • +3
  • +4
7th Level
  • +1
  • +2
  • +3
  • +4
  • +5
8th Level
  • +1
  • +2
  • +3
9th Level
  • +1
  • +2
  • +3

Wind Path Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Gust (XGE)
  • Thunderclap (XGE)
  • +1
  • +2
  • +3
  • +4
  • +5
1st Level
  • Absorb Elements (PhB)
  • Detect Magic (PhB)
  • Feather Fall (PhB)
  • Thunder Wave (PhB)
  • Thunderous Smite (PhB)
  • +1
2nd Level
  • Gale Wings
  • Gust of Wind (PhB)
  • Misty Step (PhB)
  • Swirling Shield
  • Skywrite (XGE)
  • Warding Wind (XGE)
3rd Level
  • Elemental Weapon (PhB)
  • Protection from Energy (PhB)
  • Wind Wall (PhB)
  • +1
  • +2
  • +3
4th Level
  • Freedom of Movement (PhB)
  • Storm Sphere (XGE)
  • +1
  • +2
  • +3
  • +4
5th Level
  • Control Winds (XGE)
  • Steel Wind Strike (XGE)
  • +1
  • +2
  • +3
  • +4
6th Level
  • Investiture of Wind (XGE)
  • Wind Walk (PhB)
  • +3
  • +4
  • +5
7th Level
  • Cyclone of Blades
  • Whirlwind (XGE)
  • +1
  • +2
  • +3
8th Level
  • Control Weather (PhB)*
  • +1
  • +2
9th Level
  • +1
  • +2
  • +3

Earth Path Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Earth Pillar
  • Mold Earth (XGE)
  • Powerful Smash
  • Resistance (PhB)
  • +1
  • +2
  • +3
1st Level
  • Absorb Elements (PhB)
  • Detect Magic (PhB)
  • Earth Mail
  • Earth Tremor (XGE)
  • Iron Protection
  • Mold Weapon
2nd Level
  • Catapult (PhB)
  • Earthbind (XGE)
  • Guardian’s Shield
  • Maximilian’s Earthen Grasp (XGE)
  • Spike Growth (PhB)
  • +1
3rd Level
  • Elemental Weapon (PhB)
  • Erupting Earth (XGE)
  • Meld into Stone (PhB)
  • Protection from Energy (PhB)
  • +1
  • Wall of Sand (XGE)
4th Level
  • Grasping Vine (PhB)
  • Stone Shape (PhB)
  • Stoneskin (PhB)
  • +1
  • +2
  • +3
5th Level
  • Thunderous Quake
  • Transmute Rock (XGE)
  • Wall of Stone (PhB)
  • +1
  • +2
  • +3
6th Level
  • Bones of the Earth (XGE)
  • Investiture of Stone (XGE)
  • Move Earth (PhB)
  • Wall of Thorns (PhB)
  • +4
7th Level
  • +1
  • +2
  • +3
  • +4
  • +5
8th Level
  • Earthquake (PhB)
  • +1
  • +2
9th Level
  • +1
  • +2
  • +3

Spell Descriptions

The Spells are presented in alphabetical order.

Earth Pillar

Cantrip


  • Casting Time: 1 Action
  • Range: Touch (ground)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch the ground, rising a 5ft wide and 10ft tall pillar in front of you that can be used as a wall or cover.

Electric Mutation

Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You throw a lightning bolt that changes its color and effects while flying to its target.

On a hit, it inflicts 1d8 of lightning damage and, while flying, it gains one of the following effects:

  • If your attack throw is lower than 12, the bolt turns red and vanishes, meaning that your attack fails instantly.
  • If your attack throw is between 12 and 15, the bolt turns white and gains speed, meaning that it gains +1d4 to the already thrown attack roll.
  • If your attack throw is higher than 15 and hits the enemy, the bolt turns blue and explodes on the target, gaining 1d4 lightning damage.

Ember Burst

Cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You conjure a burst of embers around you, which then scatter towards enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. On a failed save, they take 1d4 fire damage.

Flaming Strikes

Cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

With a surge of energy, you extend the reach of your melee attacks. Within your next attack action, your melee attacks can reach targets up to 10 feet away from you.

If you do not take an attack action within 1 minute, the effect disappears.

Freezing Arcana

Cantrip


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a light blizzard of 20ft length and 15ft width. All the creatures affected by it that fail a Constitution Saving Throw will receive a reduction of 10ft on their movement speed for their next turn and 1d4 of cold damage.

Upgrade: You can use up to three water remians to decrease in 10ft more per remain the speed of the targets.

Freezing Spear

Cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, 2 Water Remains
  • Duration: 1 minute

You freeze one of your water remains and create a spear which will inflict 1d6 cold damage on hit.

This spear can be used as a weapon by yourself or even another creature without needing proficiency.

Lightning Spear

Cantrip


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a lightning javelin that inflicts 1d8 of lightning damage on impact.

If you land a critical hit, you can use your bonus action to throw another javelin.

At Higher Levels: At 6th level, this cantrip improves its damage to 2d8 of lightning damage.

Minor Heat Metal

Cantrip


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, until the end of your next turn

Choose a manufactured metal object, not grater than a dagger or a padlock, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 1d4 fire damage when you cast the cantrip.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Moving Water

Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 60 feet radius
  • Components: V, S
  • Duration: Instantaneous

You can move one water remain up to 60 feet in any direction through the floor by using your bonus action.

At Higher Levels: At 6th level, this cantrip improves, being able to move two water remains instead of one.

Powerful Smash

Cantrip


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

You smash the ground, raising a large projectile that you hit, propelling it towards a creature.

Make a ranged spell attack against that objective. On a hit, it takes 1d6 + your spellcasting modifier as bludgeoning |E| or fire |F| damage.

Purify Wounds

Cantrip


  • Casting Time: 1 Action / if standing over a water remain, 1 Bonus action
  • Range: 30 feet
  • Components: V, S, 1 Water Remains
  • Duration: Instantaneous

You throw a water remain toward a creature to heal it for 1d4 hit points.

If you are standing over a water remain on the floor, you can use a bonus action to cast this cantrip.

At Higher Levels: At 6th level, you can use your bonus action to consume two water remains and heal for an additional 1d4 hit points.

Quickness

Cantrip


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You use your bonus action to gain 20ft of movement speed until the end of your turn.

Water Mail

Cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: 1 minute

You generate a magical water armor that gives you one water remain while adding bludgeoning and fire resistance for 1 minute or until an attack is received.

Complete Control

1st-Level


  • Casting Time: 1 Action
  • Range: 50 feet radius
  • Components: V, S
  • Duration: Instantaneous

You move every water remains within a range of 50ft radius to you, saving them in your belt. If your belt is full, these water remains stay around you, 5ft close to you. This spell does not create any water remains.

Earth Mail

1st-Level


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 hour

You build a body armor around you that will give you a number of d8s equal to your spellcasting modifier as temporary hit points.

This spell will not count as an armor, meaning it will not negate your feature's effect.

Flaming Tempest

1st-Level


  • Casting Time: 1 Action
  • Range: 25 feet
  • Components: V, S
  • Duration: Instantaneous

While surrounded by flames, you leap towards a target.

When landing, you cause an explosion in the area that will inflict 2d6 fire damage to any creature around 5ft of where you land that fails a Dexterity saving throw, being half the damage if passing the check.

Iron Protection

1st-Level


  • Casting Time: 1 reaction, which you take when a creature is hit by an attack.
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You create a shield that covers a creature within range to protect it from the next attack it receives, reducing the incoming damage by 1d8 + your spellcasting modifier.

At Higher Levels: If you cast this spell with a 2nd-level spell slot or higher, the damage reduction of the spell increases by 1d8 per slot level.

Lightning Storm

1st-Level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You call a lightning storm which will fire lightning bolts over a designated zone of 25ft radius for 1 minute. On your turns within this minute, you can use your action to charge a bolt making you throw 1d100.

If the throw is lower than 30, you loose your action.

If it's between 30 and 65, you to fire two single target bolts that, on hit, will inflict 1d6 of lightning damage.

If the throw is between 65 and 99, you fire four bolts with the same damage.

If the throw is 100, a gigantic lightning bolt hits the ground, making every creature in the zone throw a Constitution Saving that, if failed, receives 4d6 of lightning damage.

Mold Weapon

1st-Level


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: 10 minutes

You touch the ground and extract from it a weapon that you can use. You can “craft” any two-handed or versatile melee weapon and have proficiency with it. The weapon created is a physical, non magical object that will vanish as dirt 10 minutes after being created.

At Higher Levels: If you use a 2nd-level spell slot to cast this spell, the weapon will last 1 hour and will become magical, gaining 1d4 of additional bludgeoning damage.

Searing Core

1st-Level


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You cover yourself with flames, healing your wounds for 1d6 + your spellcasting ability modifier hit points.

However, after using this spell, you will have disadvantage in all your attacks until the end of your next turn.

At Higher Levels: This spell gains 1d6 for each spell level higher than 1st-level.

Summon Crystal

1st-Level


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V, S, 1 water remain
  • Duration: 1 minute

You raise a crystal pillar of 5 ft wide and tall at a point where your water remain is placed.

These crystals can be broken by dealing damage to it. They have an AC equal to your spellcasting DC and 10 hit points, while also being immune to poison and psychic damage.

Thunder Line

1st-Level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You aim at a point where a horizontal line of 25ft width of thunderbolts will impact. All the creatures within range will need to pass a Dexterity Saving throw to dodge the voltaic impact or receive 2d6 of lightning damage.

At Higher levels: If you cast this spell with a 2nd-level spell slot or higher, the damage increases by 1d6 of lightning damage for each slot level.

Black Blast

2nd-Level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create and shoot two black firebolts that inflict 4d4 + your Charisma modifier of fire damage on hit.

If you miss the target, these bolts keep flying until hitting a wall, where they explode, making any creature within 5 feet of it must succeed on a Dexterity saving throw or take the damage, or until these reach their maximum range, where they fade out.

Additionally, these two bolts are half ethereal, meaning that they can ignore any kind of disadvantage imposed by a cover.

At Higher levels: If you cast this spell with a 3rd level spell slot or higher, the damage increases by 1d4 per slot level until reaching 5th-level.

Clear Mirror

2nd-Level


  • Casting Time: 1 Action
  • Range: 30 feet + 5ft x INT Mod.
  • Components: V, S
  • Duration: 1 minute

You summon a Medium sized blue mirror in the same position as you and a water orb that can be thrown to a maximum distance of 15ft + 5ft x your Intelligence Mod.

When the orb impacts with any surface, it will summon another mirror that will be connected to the previous one, generating a portal.

Upgrade: Both portals can be maintained open for 2 more minutes by refiling them using 3 water remains once.

Electrified Zone

2nd-Level


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

While touching the ground, you summon a lightning wave that creates a high voltage zone of 20ft radius.

All your cantrips thrown at any creature within that zone become more powerful, gaining 1d6 lightning damage against those objectives.

Elemental Tongue

2nd-Level


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a huge wave that travels forward, inflicting 3d6 cold damage to everything in its way that does not pass a Dexterity saving throw.

Upgrade: By using two water remains, all the creatures that fail the first Saving throw will also need to take a Constitution Saving throw to avoid being frozen (paralysed) until the end of their next turn.

Frosted Prison

2nd-Level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, 4 water remains that form a 30ft square
  • Duration: 10 minutes

To cast this spell, you must form a water remains square on the ground, creating a 30ft by 30ft square with four water remains marking its corners.

Once the square is formed, you conjure a circular wall of ice with a 15ft radius and 5ft thickness, rising up to 25ft high.

Anything trapped within this prison cannot escape until the jail melts or its destroyed by dealing damage to it. The jail has 40 hit points and it's AC its equal to your spellcasting DC.

Upgrade: The jail can be repaired by 1d4 hit points per water remain thrown to it.

Frozen Claws

2nd-Level


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V, S, 1 Water Remain under the target's feet
  • Duration: 1 minute

You manage to freeze the feet of a creature within your range.

This means that, if the objective fails a Dexterity Saving throw, it will not move until it passes a Strength check or until 1 minute passes, when the claws melt.

This ice-claws can be broken if they are hit with an attack roll equal to your spell save DC, or they can be melted down with fire of any kind.

Gale Wings

2nd-Level


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 minute

Large, ethereal wings made of swirling air manifest on your back.

For the duration, your jump distance is tripled, any opportunity attacks against you have disadvantage, and you gain a flying speed equal to your current speed.

Golden Blades

2nd-Level


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

By using a bonus action, you create 3 flaming feathers that will be floating around you.

To fire all of them, you can use an action, or you can shoot only one by using a bonus action.

On a hit, each feather will inflict 1d8 of piercing damage and 1d6 of fire damage.

At Higher levels: If you cast this spell with a 4th or 6th-level spell slot, the amount of feathers summoned increases by 1 or 2, depending on which slot you use.

Guardian's Shield

2nd-Level


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, |L| 5 minutes or |E| 1 hour

You create a square wall of 10ft tall and width.

  • Elemental Variation I: As a Lightning Elementalist, you summon a lightning panel that has 30 hit points. You can shoot lightning cantrips through it, adding 10ft range and 1d4 of lightning damage to each cantrip. Other attacks are stopped by the panel, receiving damage until broken.

  • Elemental Variation II: As an Earth Elementalist, the rock panel has 40hp. It can be pushed by freely, or by any creature requiring a Strength saving throw DC 15. Its size can be changed by using a bonus action from 10ft tall to medium cover or three quarters cover.

Ring of Fire

2nd-Level


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You summon a fire circle around yourself that gives you temporary hit points. These hit points are d6s equal to your spellcasting modifier, and last for 1 minute or until they are reduced to 0.

You can cast this spell over allied creatures. If the shield is broken (0 hit points) it will explode, inflicting 1d8 of fire damage to every creature within 5ft radius.

Shatter Crystals

2nd-Level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You choose a point within range, releasing a blizzard of 30ft radius. This makes every crystal summoned by your 1st-Level spell 'Summon Crystal' within the area of the blizzard, explode.

The explosion will inflict 1d8 of cold damage and reduce 10ft of movement speed to every creature 5ft near that fails a Dexterity saving throw.

Swirling Shield

2nd-Level


  • Casting Time: 1 Reaction, which you take when you are hit by an attack.
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You conjure a protective shield of potent wind that absorbs the impact of an incoming attack, gaining resistance to the damage from the triggering attack.

Additionally, if the attacker is within range, it will need to make a Strength saving throw to avoid getting prone.

Soul Freezing

2nd-Level


  • Casting Time: 1 Action
  • Range: 50 feet
  • Components: S
  • Duration: Instantaneous

You throw a frozen spear to a creature. The target must do a Dexterity Saving throw to dodge the spear. If the target fails, it will get pierced by the frozen spear taking 2d8 of piercing damage and also, will need to make a Constitution saving throw.

If it fails again, Ice nails will emerge from the spear, inflicting 1d6 of cold damage and incapacitating the target until the end of its next turn.

Jaded Bang

3rd-Level


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You create an explosion centered on yourself with 15ft radius that will inflict 4d8 of fire damage and make prone every creature that fails a Dexterity Saving Throw.

Ravenous Fire

3rd-Level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You invoke a voracious blaze, 5ft wide, that streaks in a straight line up to 30ft away. Any creature in its path must make a Dexterity saving throw. On a failed save, they take 4d6 fire damage.

The fire continues to burn in the affected area for 1 minute, dealing 2d6 fire damage to anyone who starts or ends their turn there.

If you cast fire elemental spells like 'Powerful Smash' or 'Golden Blades' through the blaze, the projectiles will have their damage increased by 1d6 when they hit their target.

Blizzard Burst

4th-Level


  • Casting Time: 1 Action
  • Range: 30 feet cone
  • Components: V, S
  • Duration: Instantaneous

You generate a 30ft cone that inflicts 3d10 cold damage and pushes 20ft backwards all creatures that fail a Strength Saving throw, making half damage on a passed check.

Upgrade: You can use two water remains when casting this spell to freeze (paralyse) for 1 minute all creatures that, after failing that Strength saving throw, fail a Constitution Saving throw.

The frozen creatures can only be rescued by melting the ice with fire or by waiting a whole minute.

Counter-Burst

4th-Level


  • Casting Time: 1 reaction, which you take when you are hit by a melee attack.
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You explode in a fiery rage, which reduces the received damage by 3d8 + your Charisma modifier.

Additionally, you retaliate with three powerful unarmed strikes against the attacker, which will deal an extra 1d6 of fire damage each when hit with this spell.

Daymare

4th-Level


  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a little sun-like sphere that you throw to a point of your choice within range that will cause an explosion, making a big flash and a thunderous sound that can be heard and seen up to 100ft away.

Each creature within a 15ft radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d8 fire + 1d8 thunder damage on a failed save, or half as much damage on a successful one.

Embercore Surge

4th-Level


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 minute

You pressurize your own soul to generate a raging fire, pushing yourself to the limit.

During 1 minute, you gain an additional 2d8 fire damage to your attacks and spells damage roll. Additionally, you gain resistance to bludgeoning, piercing and slashing damage.

However, all attacks against you have advantage until this spell ends.

Freezing Burst

4th-Level


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You release a burst of intense cold in a 10-foot radius around you. All creatures within the area must succeed on a Constitution saving throw or take 4d6 cold damage while their movement speed is reduced to 0 for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw to try escape the ice.

Upgrade: For each water remain that you use when casting this spell, its effective range gets an additional 10ft. Also, when using 3 or more water remains, the creatures that fail their saving throw will get frozen (paralysed) for 1 minute. The frozen creatures can only be rescued by melting the ice with fire or by succeeding in the saving throw.

Blazing Charge

4th-Level


  • Casting Time: 1 Action
  • Range: 25 feet
  • Components: S
  • Duration: Instantaneous

You launch yourself with vertiginous speed and a supercharged punch towards an objective in range. The target must pass a Dexterity Saving throw to dodge the incoming strike.

On a failed save, the target takes 4d6 + your Strength Modifier bludgeoning damage and 8d6 + your Charisma Modifier fire damage, while also getting pushed 10-feet back and getting prone.

Additionally, the explosive impact causes any creature in a 10-feet radius from the point of impact to receive 3d8 thunder damage.

Black Fire Tempest

5th-Level


  • Casting Time: 1 Action
  • Range: 30ft cone
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a small, dark, fiery orb in the palm of your hand which you blow out, creating huge black flames that extend into a 30-foot cone.

Any creature that starts its turn within the cone's area must take a Constitution saving throw. On a failed save, they take 8d6 fire + 4d6 necrotic damage, or half on a successful save. You can end the spell at any time or maintain concentration for up to 1 minute.

However, while keeping the spell active, you cannot move or take any actions except from concentrating on the spell.

Lightning God

5th-Level


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: S
  • Duration: Instantaneous

You summon 6 lightning bolts, each one inflicting 3d10 of lightning damage. The target needs to pass a Dexterity saving throw to dodge one lightning bolt. If a creature is targeted by two or more bolts, it will have to repeat the save for each bolt.

If the target fails, it will receive the damage and get paralyzed for one turn. If the target is hit by more than one lightning bolt, it does not get paralyzed for more than one turn.

Phoenix's Flare

5th-Level


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a radiant golden bow, infused with the essence of Kōtha. As you draw the bowstring, it ignites with fiery energy, forming three arrows of pure flame.

Make a ranged spell attack for each arrow, targeting one or multiple creatures within range. On a hit, each arrow inflicts 3d10 fire damage and pierces, hitting another creature within 15ft behind the target.

However, you can combine all three arrows in a single shot, failing to pierce the objective and reducing the effective range to 60-feet, but making the combined shot ignore any cover and fire resistance.

Additionally, when hitting a creature with the combined shot, it explodes, causing all creatures within a 20-feet radius from the point of impact to make a Dexterity saving throw. On a failed save, the target receives 4d8 fire damage, or half on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the base damage of each arrow increases by 1d10 for each slot level above 5th.

Thunderous Quake

5th-Level


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel the power of the earth and unleash a seismic wave in a 30-foot radius centered on yourself. All creatures in that area must make a Strength saving throw. On a failed save, they take 6d8 thunder damage and are knocked prone. On a successful save, they take half damage and are not knocked prone.

While concentrating on this spell, you can use your bonus action on subsequent turns to sustain the seismic activity, causing creatures in the area to make another Strength saving throw or take 2d8 thunder damage and potentially be knocked prone.

Major Blizzard Burst

6th-Level


  • Casting Time: 1 Action
  • Range: 40 feet cone
  • Components: V, S
  • Duration: Instantaneous

You generate a 40ft cone that pushes 25ft backwards all creatures that fail a Strength Saving throw.

Upgrade: If you use four water remains, you freeze (paralysed status) all creatures that fail a Constitution Saving throw for 1 minute while inflicting 4d8 of cold damage.

Supernova

6th-Level


  • Casting Time: 1 Action
  • Range: 30 feet radius
  • Components: V, S
  • Duration: Instantaneous

When casting this spell, you let all your inner power explode, inflicting 10d12 of corresponding element damage to all creatures within 30ft radius from you that fail a Dexterity Saving Throw. On a successful throw, all creatures receive only half of the damage and will not receive any additional effects.

Elemental Variation I: As a Fire Elementalist, all creatures that fail the saving throw will be set ablaze, taking an additional 1d6 fire damage at the start of each of their turns for 1 minute or until they use an action to extinguish the flames.

Elemental Variation II: As a Lightning Elementalist, this spell will leave Shocking Remains on all enemies that fail the Saving Throw and also inflict paralysis for 1 minute to any creature that fails a Constitution Saving throw. Creatures aflicted by the paralysis, can repeat the saving throw at the start of each of their turns to try escape the spell's effects.

Cyclone of Blades

7th-Level


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a whirling cyclone of razor-sharp wind blades at a point within range. The cyclone has a 20-foot radius and moves in a direction of your choice up to 30 feet per round.

Any creature that starts its turn within the cyclone or enters it for the first time on a turn must make a Dexterity saving throw. On a failed save, the creature takes 8d10 slashing damage. On a successful save, it takes half damage.

While concentrating on this spell, you can use your bonus action on subsequent turns to direct the cyclone's movement.

Embercore Apex

7th-Level


  • Casting Time: 1 Action
  • Range: Self, 10 feet radius
  • Components: V, S
  • Duration: 10 minutes

You use your anger to push your inner flame beyond your corporeal limits, covering all your body with golden flames.

When casting this spell, all creatures within 10ft from you will need to make a Constitution saving throw. A target takes 4d6 fire damage on a failed save, or half as much on a successful one.

Additionally, during this condition, you get an extra 5d8 fire damage to your attacks and spells damage roll, while also gaining resistance to all physical and magical damage.

If this spell is cast when the 4th-level spell 'Embercore Surge' is still in effect, this spell will cancel its effects and replace those with these new ones.

Creatures Description

20th Level: Spirit Invocation


Ságara

Huge, Lawful Neutral


  • Armor Class 20 AC (Natural Armor)
  • Hit Points 250 (25d12 + 65)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 20 (+5) 16 (+3) 12 (+1)

  • Saving Throws Str +8, Con +8, Int +9
  • Skills Insight +7, Perception +10, Athletics +12
  • Damage Resistances Bludgeoning, piercing, slashing
  • Damage Immunities Cold, Fire, Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 120 ft., True Sight 90 ft., passive Perception 20
  • Languages Common, Celestial
  • Challenge 15 (13,000 XP)

Water Incarnation. The Leviathan will heal 2d12 hit points for every turn in contact with any source of water by healing its wounds and recovering its scales.

Elemental Link. The Elementalist can use one water charm to empower Ságara's next attack and, also, can use ten water remains to give Ságara a water shield of 6d12 plus the elementalist spellcasting modifier of temporal hit points.

Amphibious. The Leviathan can breathe on land and under water.


Actions

Multiattack. The Leviathan makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) of piercing damage plus 18 (3d10) of cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.}

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage

Terrifying Roar (Recharge 6). The Leviathan roars with high intensity, generating all creatures in a 50 ft radius that fail a Wisdom Saving throw (CD 18) to become frightened. Also, all frightened creatures will receive 5d12 of cold damage due to the freezing of their souls.


Kōtha

Large, Lawful Good


  • Armor Class 19 AC (Natural armor)
  • Hit Points 180 (20d10 + 60)
  • Speed 20 ft., fly 90 ft.

STR DEX CON INT WIS CHA
10 (0) 22 (+6) 16 (+3) 16 (+3) 18 (+4) 14 (+2)

  • Saving Throws Dex +10, Con +7, Wis +9
  • Skills Insight +10, Perception +13
  • Damage Resistances Bludgeoning, piercing, slashing
  • Damage Immunities Cold, Fire, poison
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 120 ft., True Sight 90 ft., passive Perception 23
  • Languages Common, Celestial
  • Challenge 15 (13,000 XP)

Rejuvenation. When dying, the Phoenix will return to life in 1d6 days with half its hit points. To regenerate its hit points after a combat or reviving you can dispell the Phoenix summnon. Only the spell 'Wish' can prevent this from happening.

Illumination. The Phoenix sheds bright light in a 30 ft radius and dim light in an additional 30 ft.

Offensive Spellcasting. Kōtha's spellcasting ability is Wisdom (spell save DC 18, +10 to spell hits).

It has four 2nd-level spell slots, three 3rd-level spell slots, two 4th-level spell slots & one 5th-level spell slot per summoning to cast the following spells:

  • 1st Level 'Burning Hands'
  • 1st Level 'Smoke Cloud'
  • 2nd Level 'Heat Metal
  • 2nd Level 'Scorching Ray'
  • 3rd Level 'Daylight'
  • 3rd Level 'Ravenous Fire'
  • 4th Level 'Daymare'
  • 5th Level 'Black Fire Tempest'

Actions

Wing Tempest. Melee Weapon Attack: +10 to hit, Reach 5 ft., one creature. Hit: 10 (1d10 + 5) slashing damage plus 20 (4d10) radiant damage and 25 (4d10 + 10) fire damage.

Golden Blades. The Phoenix can use the 2nd-level spell 'Golden Blades' without using any spell slots.

Flaming Burst (Recharge 5). The Phoenix releases a burst of flames in a 15 ft radius around itself. Each creature in the area must pass a Constitution saving throw or take 30 (5d10) of radiant damage plus 50 (8d10 + 10) of fire damage.


Bādala

Huge, True Neutral


  • Armor Class 18 AC (Natural Armor)
  • Hit Points 250 (25d12 + 65)
  • Speed 5 ft., fly 120 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws Dex +9, Con +7, Cha +8
  • Skills Insight +7, Perception +11
  • Damage Resistances Bludgeoning, piercing, slashing
  • Damage Immunities Lightning, Thunder, Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 120 ft., True Sight 90 ft., passive Perception 21
  • Languages Common, Celestial
  • Challenge 15 (13,000 XP)

Skill I.

Skill II.

Skill III.


Actions

Multiattack. The Winged Serpent can make four attacks: four Wind Pulses.

Bite. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 8) of piercing damage.

Wind Pulse. Ranged Weapon Attack: +14 to hit, range 90 ft., one target. Hit: 25 (3d8 + 10) thunder damage.

X (Recharge 6). .


Raijuu

Large, Chaotic Neutral


  • Armor Class 19 AC (Natural Armor)
  • Hit Points 200 (25d10 + 60)
  • Speed 90 ft.

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

  • Saving Throws Con +8, Wis +7, Cha +10
  • Skills Insight +5, Perception +10
  • Damage Resistances Bludgeoning, piercing, slashing
  • Damage Immunities Lightning, Thunder, Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 120 ft., True Sight 90 ft., passive Perception 20
  • Languages Common, Celestial
  • Challenge 15 (13,000 XP)

Spiritual Mount. Any creature that Raijuu considers an 'ally' can mount it, but only its Elementalist can control it while mounting it.

Nullifying Static. As a reaction, the Silver Horse can nullify one incoming spell attack of 6th level or lower thats thrown to it or even to its Elementalist if this one is 30ft or closer to Raijuu.

Shocking Remains. The Silver Horse leaves 'shocking remains' when attacking a creature with its horn or when casting 'Thunder Line' or 'Supernova' and inflicting damage to a creature with the spell.


Actions

Multiattack. The Silver Horse makes two attacks: one with its Horn and a kick.

Horn. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) of piercing damage plus 18 (3d10) of cold damage.

Hooves Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Thunder Line. Ranged Spell Attack: The Silver Horse can use the 1st-level spell 'Thunder Line' as it was used with a 2nd-level slot without requiring to use any spell slots.

Supernova (Recharge 6). Spell Attack The Silver Horse can use the 6th-level spell 'Supernova' without requiring to use any spell slots.



Phada

Huge, True Neutral


  • Armor Class 21 AC (Natural Armor)
  • Hit Points 250 (25d12 + 65)
  • Speed 75 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 22 (+6) 14 (+2) 12 (+1) 10 (0)

  • Saving Throws Str +9, Con +10, Int +6
  • Skills Insight +7, Perception +9
  • Damage Resistances Acid
  • Damage Immunities Bludgeoning, necrotic, piercing, poison, slashing
  • Damage Vulnerabilities Fire, Ice, Lightning, Thunder
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 120 ft., True Sight 90 ft., passive Perception 19
  • Languages Common, Celestial
  • Challenge 15 (13,000 XP)

Arcane Hunter. When the Black Bear is targeted by an spell attack, this one can use its reaction to use the 1st-level spell 'Hunter's Mark' to mark its attacker. If 'Arcane Hunter' is active and you use your reaction again to cast 'Hunter's Mark', you can mark another creature but the previous mark will be dispelled,

Spiritual Thorns. When Phada is hit with a melee attack, even if the Black Bear is immune to the damage received, the attacker has to make a Dexterity saving throw 18DC or it will take half of the damage done as force damage back.

Protective Spellcasting. Kōtha's spellcasting ability is Wisdom (spell save DC 18, +10 to spell hits.)

It has three 2nd-level spell slots, two 3rd-level spell slots & one 4th-level spell slot per summoning to cast the following spells:

  • 1st Level 'Iron Protection'
  • 2nd Level 'Guardian's Shield'
  • 2nd Level 'Earthbind'
  • 3rd Level 'Wall of Sand'
  • 3rd Level 'Erupting Earth'
  • 4th Level 'Stoneskin'

Actions

Multiattack. The Black Bear makes three attacks: once with its bite and twice with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 40 (5d10 + 10) of piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 31 (3d12 + 10) slashing damage.

X (Recharge 4). .

The Elementalist

By Gaston Sanmiguel

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Art Credits:

Cover: AI Generated Art

Page 1 & Back Cover: Alayna Lemmer-Danner - Marsh Flats from Magic: The Gathering

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Ideas, Test & Balance: Martín 'Cala' Calabró, Ignacio 'Nacho' Ortiz, Martín 'Festo' Festini & Igancio 'Nacho' Ramos.

Revision (ver. 0.7.3): [Reddit users] DeadmanGray & Fragrant-Mail2707

 

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