Elementalist

by RehmSleep

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Elementalist


Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Elemental Infusion, Spellcasting 4 1 2
2nd +2 Elemental Adaptation 4 1 3
3rd +2 Exertion (1/rest) 4 2 4 2
4th +2 Ability Score Improvement 5 2 4 3
5th +3 5 3 4 3 2
6th +3 Elemental Feature 5 3 4 3 3
7th +3 5 4 4 3 3 1
8th +3 Ability Score Improvement 5 4 4 3 3 2
9th +4 5 5 4 3 3 3 1
10th +4 Exertion (2/rest), Elemental Feature 6 5 4 3 3 3 2
11th +4 6 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 6 4 3 3 3 2 1
13th +5 6 7 4 3 3 3 2 1 1
14th +5 Elemental Feature 6 7 4 3 3 3 2 1 1
15th +5 6 8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 8 4 3 3 3 2 1 1 1
17th +6 Exertion (3/rest) 6 9 4 3 3 3 2 1 1 1 1
18th +6 Elemental Feature 6 9 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 9 4 3 3 3 3 2 1 1 1
20th +6 Rapid Recovery 6 9 4 3 3 3 3 2 2 1 1
─Spell Slots per Spell Level─

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Elementalist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two daggers

Elemental Infusion

An event in your past, or in the life of a parent or even an ancestor with a exposed your lineage to a potent elemental power and has passed onto you an indelible power. This elemental infusion allows you to channel magic of that type into this world using your body and force of will as a conduit. Choose an Elemental Infusion based on the elemental power your lineage touched: Fire, Water, Air, Earth, Light, Shadow, or Darkness, all detailed at the end of the class description.

Your choice grants you features and Elemental Infusion spells known when you choose it at first level and additional features again at 6th, 10th, 14th, and 18th level and Elemental Spells at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level.

Spellcasting

You have the power of pure elemental energy within your grasp. By focusing your efforts you can will this power into a manifestation of spellcasting. See chapter 10 for the general rules of spellcasting and the end of this document for the elementalist spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the elementalist spell list and two gained from your Elemental Infusion. You learn an additional elementalist cantrip of your choice at 4th level and another at 10th level from the elementalist spell list.

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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know one 1st-level Spell of your choice from the elementalist spell list (at the end of this document).

You learn an additional elementalist spell of your choice from the list at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your elementalist spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a elementalist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Innate magic

At 1st level, you can cast any Elemental Infusion spell without the material components specified for a spell. But if a cost is indicated for a component, you must have that specific component before you can cast the spell. If a spell states that a material component is consumed by the spell, you must provide this component for each casting of the spell.

You can use a component pouch or an arcane focus as a spellcasting focus for any of your elementalist spells known from the Elementalist Spell List.

Elemental Adaptation

At 2nd level your body is more accustomed to the power of magic flowing through it. Choose an adaptation based on how your body has responded to the elemental essence you channel.

Vitality

Your body is more durable due to constantly being tempered by magic. Your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

Resistance

Your body is better adapted to exposure to the element of your infusion. You gain resistance to the damage type associated with your elemental infusion according to the following table.

Elemental Infusion Damage resistance type
fire fire
water cold
air lightning
earth acid
light radiant
shadow psychic
darkness necrotic

Durable

Your skin is augmented by elemental energy that you control to protect yourself. When you aren't wearing armor or a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Raw (wip)

You embrace the universal chaos, in doing so you gain advantage on one attack roll, ability check, or saving throw. You have one use of this feature that you regain on a Long Rest. When you cast a spell of 1st level or higher while you have no uses of this feature, roll a d20. If you roll less than or equal to the level of the spell you cast + your Charisma Modifier, then roll on the Wild Magic Surge Table on page 104 of the Player's Handbook and regain a use of this feature.

Potent

Your repeated practice with the basics of your elemental infusion makes your cantrips effect creatures that avoid the brunt of the power. When a creature succeeds on a saving throw against your Elemental Infusion cantrip or you miss with an Elemental Infusion cantrip attack roll, the creature still takes half the cantrip's damage, but suffers no additional effects from the cantrip.

Combative

You combine your infusion with martial practice to intertwine the two into a unique fighting style for yourself. You gain proficiency with light armor and one melee weapon of your choice that does not have the two-handed property. [ trev says tie charisma into atks or dmg with the weapon you choose]

Exertion

Once you reach level 3, you are able to push yourself to have greater effect or control with your magic. This process of pushing yourself is called Exertion and allows you to use one of the following effects. When you complete a short or long rest you recuperate enough and regain all uses of your Exertion. At 10th level you can use your Exertion twice before needing to rest to recover, and at 17th level you can use your Exertion three times before needing to rest. You can only use your Exertion once per spell you cast. Your Elemental Infusion grants you additional ways to use Exertion at 10th and 18th level as an elementalist.

Elemental Force

When you cast an Elemental Infusion spell you can use one use of your Exertion to draw more power into your plane. You roll the damage for the spell twice and take the higher result.

Concentrated Focus

When you would make a concentration save for an Elemental Infusion spell, you can use one use of your Exertion to focus your mind to automatically maintain concentration without rolling whenever you take damage until the start of your next turn.

Overwhelming Energy

When you cast an Elemental Infusion spell that can deal damage, you can cause it to damage foes even if they would otherwise not suffer its effects. You use one use of your Exertion to overwhelm the elemental energy of the spell and cause it to ignore any resistances and treat any immunities to its damage types as resistance instead. Additionally, creatures have disadvantage on the first save they make against the spell if any.

Conservation Effort

When you cast an Elemental Infusion spell, you can use a use of your Exertion to recover some of the energy used in the spell cast. You expend a use of your Exertion to cast the spell and regain a spell slot less than or equal to half the spell's level rounded down (minimum 1) after completing the cast.

Primal Burst

As an action you can expend a use of your Exertion and a spell slot of your choice to unleash a primal burst. You direct the the burst at a target of your choice within 60 feet of you that you can see and make a ranged spell attack against the target. On a hit it deals 2d8 + your charisma modifier damage per level of the spell slot you spent. The type of damage dealt is the type associated with your Elemental Infusion. [feedback was conservation very strong, then elemental force]

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 scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Level 20 Rapid recovery (WIP- doesn't work with current lvl 18 features, also boring AF)

when you roll initiative you regain one expended use of your Exertion.

CREDITS
Made by u/RehmSleep, @RehmSleep#0274 on Discord

Elemental Fire Infusion

Your history has the burn of flame in your past that allows you to use your body as a pathway to bring flames to this world. You must take care to keep your mind strong lest you release uncontrolled infernos upon yourself and the world around you.

  • High indiscriminate damage
  • aoe
  • low utility
  • low rider effects

Elemental Fire Spells

Starting at first level, the infusion with the plane of fire allows you to shapes flames as an extension of your will. You know the Control Flames and Ignite cantrips and as an action, you can magically ignite a flammable object you touch with your hand.

Additionally, the following Elemental Fire spells are added to your list of spells known when you reach the appropriate levels (19 total atm):

Level Elemental Fire Spells
1 Burning Hands, Fiery Rebuke+, scorching ray+
3 agganazar's scorcher, flaming sphere, pyrotechnics
5 fireball, Heat Transfer+, minute meteors
7 flame shield, wall of fire,
9 Immolation, symbol of conflagration+, Wildfire+
11 investiture of flame, Lava Line+(pyroblast?)
13 fire storm
15 incendiary cloud
17 meteor swarm

Controlled Burn

Also starting at 1st level, when you cast a Elemental Fire spell you can choose a number of creatures equal to the spell's level to automatically succeed on any saving throw against the spell until the end of your turn.

6 Going to Get Burned (most of the level 6's are 1 minute duration features. add some amount of ignoring fire resistance or fire aura dmg?)(playing with fire)(1 minute creature next to a creature hit by a single target fire spell save or take dmg?)

When a creature succeeds on a save against your Elemental Fire spells and does not have advantage on the save you can force them to roll an additional d20 on the save and they must take the lowest result. You can use this feature a number of times equal to half your charisma modifier rounded up (minimum 1) and regain all uses upon completing a Long Rest.

10 Rise From the Ashes

Starting at 10th level, the fiery energy within you grows restless and vengeful. In the face of defeat, you can use your Exertion to preserve yourself in a fiery burst.

If you would be reduced to 0 hit points by damage, you can use your reaction to exert yourself to draw on the spark of the phoenix. You regain hit points equal to your elementalist level. Each creature within 10 feet of you takes fire damage equal to your elementalist level + your Charisma modifier.

Once you use exert yourself in this way, you can’t do so again until you finish a long rest.

14 Add Fuel to the Fire

When one or more creatures fail a save against an Elemental Fire spell on your turn you can add you Charisma modifier to the damage all the creatures that failed take.

18 Set the World on Fire (take out 9th level spells from elemental spells lists?)

At 18th level, you can use your reaction when you would take fire damage to gain immunity to fire damage until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you have one or more uses of your Exertion available, you can spend all of your Exertion to cast Meteor Swarm without expending a spell slot. Once you use your Exertion in this way you can't regain any Exertion until you complete a long rest.

Elemental Air Infusion

Seek to soar in the sky and mete out your will from above but take care not to get lost in the clouds.

  • more controlled targeting
  • less dmg than fire overall
  • wind based utility

Elemental Air Spells

Starting at first level, the infusion with the plane of air allows you to use your body as an electrical battery fueled by your will. You know the Gust and Discharge cantrips.

Additionally, the following Elemental Air spells are added to your list of spells known when you reach the appropriate levels (20 total atm):

Level Elemental Air Spells
1 Feather Fall, Arc Lightning+, Thunderwave
3 Gust of Wind, Static Field+, Warding Wind
5 Fly, Lightning Bolt, wind wall
7 Breath of Life+, Capacitance+, Storm Sphere
9 Conduit+, Control Winds, Electrocution+
11 Chain Lightning, Investiture of Wind
13 Whirlwind
15 Control Weather
17 Fulmination+

Lightning Rod (not satisfied with this)(shock and awe)

Creatures wearing or carrying metal objects have disadvantage on saves against your spells that deal lightning damage. Creatures that take lightning damage from your Elemental Air spells are deafened for 1 minute. Creatures deafened this way may make a Constitution save at the end of their turn against your spell save DC to end the effect on a successful save.

Eye of the Storm

As an action you can become the eye of a localized storm that you magically conjure to blow around you in a 10-foot radius that moves with you, remaining centered on you while it lasts.

The storm lasts 1 minute and has the following effects while it lasts:

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • Creatures inside the radius are lightly obscured from those outside the radius.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • As a bonus action on each of your turns you can cause lightning to strike at one creature within the storm's radius. The creature must succeed on a dexterity saving throw or take 1d10 lightning damage and be deafened until the start of your next turn. On a successful save it takes half damage and is not deafened.

You can dismiss the storm as a bonus action on your turn. The storm also ends if you are reduced to 0 hit points. You can create this storm a number of times per long rest equal to half your charisma modifier rounded up and regain all expended uses when you complete a long rest.

Fast as Lightning

Starting at 10th level, when you are hit by a melee or ranged weapon attack, you can use your reaction to exert yourself and transform into a lightning bolt. You can move up to 60 feet without provoking attacks of opportunity. You can move through spaces occupied by creatures using this movement. Any creature you pass through with this movement must succeed a Dexterity saving throw or take lightning damage equal to your elementalist level and become frightened of you until the start of your next turn. On a successful save they take half damage and are not frightened.

Flying Nimbus

Starting at 14th level, as an action you can manifest a cloud beneath your feet that grants you a magical fly speed of 60 feet until you dismiss the cloud as an action.

Perfect Storm

At 18th level, you can use your reaction when you would take lightning or thunder damage to gain immunity to the corresponding damage type until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you have one or more uses of your Exertion available, you can spend all of your Exertion to cast Fulmination without expending a spell slot. Once you use your Exertion in this way you can't regain any Exertion until you complete a long rest.

Elemental Water Infusion

Go where your power flows but maintain your own will or else you may freeze in the face of indecision.

  • moderate area damage
  • battlefield control
  • gimmick = move speed reduction + pushing?

Elemental Water Spells

Starting at first level, the infusion with water allows you to torrent others with the often underestimated force of water. You know the Icicle and Shape Water cantrips.

Additionally, the following Elemental Water spells are added to your list of spells known when you reach the appropriate levels (20 total atm):

Level Elemental Water Spells
1 Create or destroy water, fog cloud, ice knife
3 Misty step, Cold snap+, water walk
5 Ring and Sting+, sleet storm, tidal wave
7 control water, ice storm, watery sphere
9 Coast to Coast+, cone of cold, maelstrom
11 Investiture of Ice, wall of ice
13 ice spires+
15 tsunami
17 Blizzard+

water hammer, freeze lancer, torrent, hydraulic, geyser,

Fluid Movement

Whenever you deal cold damage or damage with an Elemental Water Spell you can move 5 ft without provoking attacks of opportunity.

6 Body of water

As an action you turn your form into a liquid state along with everything you are wearing or carrying. While in this form you gain resistance to acid, fire, and nonmagical slashing, piercing, and bludgeoning damage. You suppress any poisons or diseases affecting you while you remain in this form and you automatically succeed on any checks or saves you make to avoid or break the grappled or restrained condition.

You can move at your normal speed and gain a swim speed equal to your normal walking speed and can move through a hostile creature's space as if it were difficult terrain but you can not end you turn in a hostile space. You can also move through tight spaces as small as 1 inch in diameter without squeezing.

You can't speak while you are in this form but you are able to still condense your water into your Icicle Elemental Infusion cantrip as an action.

Alternatively, while in this form, you can shape and freeze part of your form into an ice weapon to attack with. As a weapon, the ice acts as a magic melee weapon that you are proficient with and you may use your Charisma modifier for attack and damage rolls with it. It deals 1d8 cold damage on a hit. When you take the Attack action on your turn using this ice weapon you can attack twice instead of once if you could normally only attack once with an Attack action.

While in this form, when you hit a creature with your ice weapon attack or one of your icicles from your Icicle cantrip, you can expend one elementalist spell slot of 4th level or lower to add an additional chilling effect to the attack in addition to the attack's normal damage. This effect adds 1d6 cold damage to the attack and lowers the creature's movement speed by 10 feet per level of the spell slot until the start of your next turn.

You can maintain this form for 1 minute or end it early as an action. It also ends early if you are reduced to 0 hit points or use your Ice Block feature. You can use this feature a number of times equal to half your charisma modifier rounded up. You regain all expend uses after finishing a long rest.

10 Ice Block

As a reaction when you take damage, you can exert yourself to encase yourself in ice, which shatters at the end of your next turn if it still holds. You gain 10 temporary hit points per elementalist level, which take as much of the triggering damage as possible and last until lost or until the end of your next turn. Immediately after you take the damage, you gain vulnerability to bludgeoning and fire damage, your speed is reduced to 0, your Body of Water feature ends if active, and you are incapacitated.

These effects all end when the temporary hit points are gone or at the end of your next turn when the ice shatters. If you still have some of the temporary hit points and the ice shatters all other creatures within 5 feet of you must make a Dexterity save against your spell save DC. Creatures that fail this save take cold damage equal to the remaining temporary hit points. Creatures that succeed on this save take half of the damage.

Once you exert yourself in this way, you can’t do so again until you finish a long rest.

14 Water Strider

Your movement ignores difficult terrain caused by of water, ice, or snow and you can also walk along the surface of water and other liquids as if it were solid ground.

Additionally, the distance you can move using Fluid Movement increases to 10 feet.

18 Permafrost (deep end/dead in the water?)

At 18th level, you can use your reaction when you would take cold damage to gain immunity to cold damage until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you cast Investiture of Ice it does not require concentration for you and you can spend a use of your Exertion to cast it without spending a spell slot.

Elemental Earth Infusion

Let the earth fuel your drive and wear down your foes but don't get complacent and cause an irrecoverable accident.

  • mix of damage and defense
  • creates difficult terrain, battlefield control
  • DoTs?

Elemental Earth Spells

Starting at first level, the infusion with the plane of Earth allows you to use your magic to call forth the ancient energies beneath the earth to hinder your foes. You know the Mold Earth and Seep cantrips.

Additionally, the following Elemental Earth spells are added to your list of spells known when you reach the appropriate levels (20 total atm):

Level Elemental Earth Spells
1 Earth Tremor, entangle?, grease,
3 earthbind, earthen grasp, acid arrow,
5 erupting earth, meld into stone, Tar Pit+
7 Oil Slick+, stone shape, vitriolic sphere
9 Acid Rain+, transmute rock, wall of stone
11 bones of the earth, investiture of stone
13 Mudslide+
15 Earthquake
17 Mass Petrification+

fissure?

Long Term Erosion

when a creature takes damage from an Elemental Earth spell or starts or moves through the effects of an elemental earth spell or Down to Earth space on its turn it takes 1d4 acid damage at the end of its turn.

6 Down to Earth

As an action on your turn you can convert earthen surfaces into a gripping trap. Choose a 10 foot diameter sphere within 60 feet, the ground in that area becomes a pit of tar, quicksand, or mud that creatures can sink into. Each foot that a creature moves through the fluid costs 3 feet of movement, and any creature on the ground in this sphere when you use this ability must make a Strength saving throw against your spell save DC. On a failed save, a creature sinks into the pit and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free. A creature must also make this save the first time it enters the area on a turn or starts its turn there. Any space you transmute this way remains altered for one minute. You can transmute a number of areas this way equal to half your Charisma modifier rounded up and regain all expended uses upon completing a long rest.

10 Stonewall

As a reaction when you or an ally within 30 feet would be hit by a ranged attack or must make a Dexterity saving throw you can exert yourself to raise an earthen wall from the ground to shield against that attack. A medium sized creature behind the wall gains three quarters cover against that attack or spell and any additional ranged attacks while they remain behind the wall from the attacker. A wall occupies a 5ft square and you cannot create a wall in a space that is currently occupied by a creature. Any walls you create must be connected to solid earth along at least one side and cannot be made connected only to another wall created by this feature.

Once you exert yourself in this way, you can’t do so again until you finish a long rest.

14 Tremorsense

You gain a connection with the ground around you and can sense the vibrations of movement of creatures in and along the ground. You have Tremorsense out to 30 feet.

18 Ends of the Earth

At 18th level, you can use your reaction when you would take acid damage to gain immunity to acid damage until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you have one or more uses of your Exertion available, you can spend all of your Exertion to cast Mass Petrification without expending a spell slot. Once you use your Exertion in this way you can't regain any Exertion until you complete a long rest.

Elemental Light Infusion

Look up to the stars to light your path but be sure to stay grounded lest you float into the heavens when you don't watch where your power takes you.

  • access to healing
  • blinding riders
  • boost allies/support

Elemental Light Spells

Starting at first level, the infusion with the essence of light gives you the power of the light of the sun and stars. You know the Light and Ray cantrips.

Additionally, the following Elemental Light spells are added to your list of spells known when you reach the appropriate levels (19 total atm):

Level Elemental Light Spells
1 bless, prism+, guiding bolt,
3 Aid, see invisibility, Moonbeam
5 daylight, flash of light+, revivify
7 Beacon of Light+, Shining Shield+, sickening radiance?,
9 Dawn, Raise dead, wall of light
11 sunbeam, true seeing?
13 crown of stars
15 sunburst
17 Judgment+

1 Guided by the Light

When you deal radiant damage to a creature with an Elemental Light spell, the first attack roll made before the start of your next turn against that creature adds 1d4 to the roll.

Additionally, when a creature would take radiant damage from an Elemental Light Spell of 1st level or higher that you cast, you can choose to heal it instead of deal any radiant damage to that creature. A creature you choose to heal regains a number of hit points equal to the damage it would have taken. You can make each spell you cast heal only when a creature would first take damage from it and a creature healed by the spell does not take damage or suffer additional effects from the spell for the spell's duration.

cosmic calling

Starting at 6th level you can call on the light of the stars to surround you. You command motes of light to phase in and out of the area around you to be sent as comets of burning or healing radiance as an action on your turn for the next minute. When you take this action on your turn you call down 3 stars to fall on three targets within 120 feet of you. A hostile target must succeed on a Dexterity saving throw against your spell save DC or take 1d8 radiant damage and be be partially blinded causing the next attack against that creature before the start of your next turn to add a bonus 1d4 to the roll. On a success the target takes half as much damage and is not blinded. An allied creature you target is instead healed for 1d8 hit points by the mote. Any target can only be targeted by a falling star once per turn.

You can use this feature a number of times equal to half your charisma modifier, rounded up. You regain all expended uses after completing a Long Rest.

10 Life Light

Upon reaching 10th level you gain another use for your Exertion due to your light infusion. As a reaction when an ally within 30 feet of you that you can see would make a death saving throw, you can exert yourself to cause the light to intervene on behalf of that ally's life causing them to spring to life with 1 hit point as if they rolled a natural 20 on their save.

Once you exert yourself in this way you can't do so again until you complete a long rest.

Resplendent Paragon

Begining at 14th level, you and allies within 10 feet of you can not be blinded and are immune to any glare or gaze effects from hostile creatures.

18 Final Judgment

At 18th level, you can use your reaction when you would take radiant damage to gain immunity to radiant damage until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you have one or more uses of your Exertion available, you can spend all of your Exertion to cast Judgment without expending a spell slot. Once you use your Exertion in this way you can't regain any Exertion until you complete a long rest.

Elemental Shadow Infusion

Use your power to confuse and manipulate your foes but take care not to lose your grasp on what is real when you alter your perception of the world.

  • single target damage
  • mental effect riders and illusionary control
  • use of light levels?

Elemental Shadow Spells

Starting at first level, the infusion with the plane of shadow allows you to use your magic to convince others that their minds are tricking them. You know the Dissonance and Minor Illusion cantrips.

Additionally, the following Elemental Shadow spells are added to your list of spells known when you reach the appropriate levels (33 total atm - need to trim - focus on psychic or illusions?):

Level Elemental Shadow Spells
1 Cause fear, disguise self, Dissonant whispers, illusory script?, silent image,
3 blindness/deafness, blur, crown of madness, detect thoughts, mind spike, mirror image, phantasmal force, shadow blade
5 enemies abound, Fear, Major Image, hypnotic pattern,
7 Confusion, hallucinatory terrain, phantasmal killer,
9 dream, mislead, seeming, synaptic static,
11 mass suggestion, programmed illusion, true seeing
13 mirage arcane, project image
15 Illusory dragon, maddening darkness
17 weird, psychic scream?

vanish, ventriloquism, haze, leash, soundproof, malleable disguise; cloak of shadows, shadow hands, shadow trove, slither, shadow puppets, night terrors,

mind over matter

When a creature attempts to discern if a spell you cast or effect you create is an illusion it makes its check or save with disadvantage.

  • creatures believe your are illusions are real unless they make an intelligence check
  • creatures that fail a save or check against an illusion take damage?
  • when you deal psychic damage to a frightened creature you deal the maximum damage rather than rolling

6 Prey on their fear

Whenever you frighten a creature you also learn what it is truly afraid of and can use it against them afterward. As an action you can manifest an illusory glamour upon yourself for 1 minute. Any creature whose fear you know that looks at you for the duration, sees that glamour as their fear manifested instead. Any creature who targets you with an attack or a harmful spell must first make a Intelligence saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn’t protect you from area effects, such as the explosion of a fireball nor does it protect you from creatures that do not use vision to locate targets or ones that can see through illusions, such as those with truesight.

You can use this glamour a number of times equal to half your charisma modifier rounded up. You regain all expended uses upon completing a long rest.

10 not all there

As a reaction when you would take damage you can exert yourself to teleport up to 60 feet away to a location in dim light or darkness and turn invisible until the end of your next turn. You also leave an illusion of yourself in the space you used to be in until the end of your next turn that animates as if it were you. The invisibility ends if you attack or cast a spell.

Once you exert yourself in this way, you can't do so again until you complete a short[? all others are LR atm] or long rest.

14 stuff of nightmares [rework]

Beginning at 14th level, illusions made by your Planar Shadow spells last for 1 round after you lose concentration on them or stop concentrating on them, provided this feature doesn't extend the duration beyond the maximum for the spell.

18

At 18th level, you can use your reaction when you would take psychic damage to gain immunity to psychic damage until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you have one or more uses of your Exertion available, you can spend all of your Exertion to cast PLACEHOLDER without expending a spell slot. Once you use your Exertion in this way you can't regain any Exertion until you complete a long rest.

Elemental Darkness Infusion

Listen to the void, let it give you power, but be wary as power corrupts and there's no escaping the pull of the void once you're in its grasp.

  • spell attack rolls
  • moving targets/gravity effects
  • power in darkness

Elemental Darkness Spells

Starting at first level, the infusion with the plane of shadow allows you to use your magic to convince others that their minds are tricking them. You know the Void Slash and Extinguish cantrips.

Additionally, the following Elemental Darkness spells are added to your list of spells known when you reach the appropriate levels (14 total atm):

Level Elemental Darkness Spells
1 arms of hadar, hex, inflict wounds,
3 darkness,
5 hunger of hadar, vampiric touch
7 blight?, shadow of moil,
9 contagion?, enervation, negative energy flood,
11 circle of death, harm?,
13 finger of death?,
15 Black Portal+
17 Annihilation+

pierce the veil [might need to change due to darkness obscuring and granting advanatge and because spell save disadv is too strong]

your spell attack rolls have advantage against targets in darkness and creatures in darkness have disadvantage on saves against your Elemental Darkness Spells. You also gain darkvision out to 120 feet.

Alone in the dark

Once you reach 6th level you're comfortable in pure darkness and as an action you can create a 10 foot radius sphere of magical darkness around yourself that moves with you for 1 minute or until you fall to 0 hit points. You can see through magical darkness within this sphere and can cause dark tendrils to strike at foes in the area. As an action on your turn while this sphere persists, you can cause dark lashes to attack up to two targets within your sphere of darkness. Make a melee spell attack for each attack that deals 1d8+ your Charisma Modifier damage on a hit. Additionally, when a creature within the sphere hits you with an attack, you may use your reaction to cause dark energy to lash out at that creature with an attack. Make a spell attack roll for the dark lash, if the attack hits the creature takes 1d8 + your charisma modifier necrotic damage.

You can create this area a number of times per long rest equal to half your charisma modifier rounded up. You regain all expended uses upon completing a long rest. You can end the effect early as an action on your turn.

10 shot in the dark [make this blind so spells cant be targeted?]

As a reaction when a creature begins casting a spell you can see within 120 feet you can exert yourself to create a void lash to strike at that creature. The lash makes a melee spell attack roll using your spell casting ability modifier. On a hit the creature takes damage equal to you elementalist level plus your charisma modifier and must succeed on a concentration saving throw or waste the spell cast and lose the spell slot (if any).

14Center of Gravity ?

You can alter the pull of gravity on yourself as an action. As if you cast Reverse Gravity affecting only yourself and altering gravity toward the direction of your choice for you for 100 feet.

18 Inexorable Pull

At 18th level, you can use your reaction when you would take necrotic damage to gain immunity to necrotic damage until the end of your next turn. You regain the use of this reaction when you complete a short or long rest.

Additionally, beginning at 18th level, when you have one or more uses of your Exertion available, you can spend all of your Exertion to cast Annihilation without expending a spell slot. Once you use your Exertion in this way you can't regain any Exertion until you complete a long rest.

Elementalist Spell List

Spells in this doc marked with a + or * are new or changed.

Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Dancing Lights
  • Friends
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Resuscitate+
  • Shape Water
  • True Strike
1st Level
  • Catapult
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Font of Acceleration+
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Mirror Image
  • Misty Step
  • Muffle+
  • Phantasmal Force
  • Preparation+
  • See Invisibility
  • Shatter
  • Snare
  • Spider Climb
  • Suggestion
  • Warding Wind
  • Web
3rd Level
  • Arcane Explosion+
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Major Image
  • Myriad Missiles+
  • Protection from Energy
  • Slow
  • Stinking Cloud
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Instability+
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Force Barrier+
  • Greater Invisibility
  • Polymorph
  • Sickening Radiance
5th Level
  • Animate Objects
  • Cascade+
  • Creation
  • Dimensional Anchor+
  • Dominate Person
  • Far Step
  • Hold Monster
  • Insect Plague
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Globe of Invulnerability
  • Mass Suggestion
  • Scatter
  • True Seeing
7th Level
  • Etherealness
  • Finger of Death
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
8th Level
  • Abi Dalzim's Horrid Wilting
  • Dominate Monster
  • Power Word Stun
9th Level
  • Foresight
  • Gate
  • Mass Polymorph
  • Power Word Kill
  • Psychic Scream
  • Time Stop

Planar Cantrips

Ignite

Planar Fire Cantrip


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

You point at a creature or object within range and release a condensed blast of heat at it. If the target is a creature it must succeed on a Dexterity saving throw or take 1d8 fire damage and become ignited. A creature ignited by this spell takes 1d4 fire damage at the end of its next turn unless the creature puts out the flames by going prone. Either way the flames burn out at the end of the creature's turn and the ignited effect ends.

This spell’s damage and ignited damage increase by 1d8 and 1d4 respectively when you reach 5th level (2d8 & 2d4), 11th level (3d8 & 3d4), and 17th level (4d8 & 4d4).


Discharge

Planar Air cantrip


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

You use your magic to release electricity from the air around a creature you can see into that creature. The creature must make a Dexterity saving throw. The target has disadvantage on the save if it is wearing armor made of metal. On a failure, it takes 1d8 lightning damage and you can choose to knock the creature out if the damage from this spell brings the creature to zero hit points, causing the creature to fall unconscious and be stable.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Icicle

Planar Water Cantrip


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

You freeze water into a sharp projectile that you shoot via a jet of water at a creature in range. You make a spell attack roll against the target. On a hit, the target takes 1d8 cold damage.

The spell creates a second projectile to shoot when you reach 6th level that you can shoot at the same target or a different one. You make a separate attack roll for each icicle and the icicles gain power as you reach even higher levels. At 11th level, the first projectile launched deals 2d8 cold damage on a hit, and at 17th level both projectiles deal 2d8 cold damage on impact.


Dissonance [change from frightened]

Planar Shadow Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You distort a target creature's senses causing them cognitive dissonance. The target must make and Intelligence save or take 1d6 psychic damage on a failed save and become frightened of you until the start of your next turn.

The spell’s cold and bludgeoning damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Seep

Planar Earth Cantrip


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

You cause oil and tar to seep from the earth beneath a creature. The creature must succeed on a Constitution saving throw or take 1d8 acid damage and have its movement speed reduced by 10 feet until the end of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Ray

Planar Light Cantrip


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

You call down a ray of light on a 5 foot square within range. Any creature within the ray's 5 foot square must succeed on a Wisdom saving throw or take 1d8 radiant damage and be partially blinded causing the first attack against the creature before the start of its next turn to have advantage.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Void Slash

Planar Darkness Cantrip


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it is embraced by a void tentacle until the start of your next turn. If the target willingly casts a spell before then, it immediately is choked by the void tentacle and takes 1d8 necrotic damage, and the spell ends.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target takes for casting a spell increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.


Fire Spells

Scorching Ray

1st level Evocation


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

You create two rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st.


Fiery Rebuke

1st level Evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a reaction to being hit by an attack or taking fire damage, you absorb some of the incoming energy as wispy flames wreath your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You have resistance to fire damage until the start of your next turn, including against the triggering damage.

If the creature who damaged you is within 60 feet, a jet of flame shoots out in a line toward the target. Any creature in this line must make a Dexterity saving throw avoid being struck by flames. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Heat Transfer

3rd level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch is protected from fire damage and gains fire resistance. Any fire damage the affected creature takes is added to the damage of your next spell that deals fire damage before the end of your next turn.


Flame Bane

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action, choose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes fire damage, the target takes an extra 2d6 fire damage. Moreover, the target loses any resistance to fire until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.


Conjure Fire Elemental

5th level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (a mixture of sulfur and phosphorus)
  • Duration: Concentration, up to 1 hour

You call forth a fire elemental servant from an area of fire that fills a 10-foot cube within range. A Fire Elemental (Monster Manual pg. 125) appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. As a bonus action on each of your turns, you can mentally command the elemental you summoned with this spell if the creature is within 300 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


Wildfire

5th level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You start a wildfire that grows rapidly for the duration of the spell. The fire starts in a 5 foot cube you can see within range and grows every turn. This growth is uncontrolled unless you use your action on your turn to control it. At the end of each of your turns for the spell's duration roll a d4 to determine the direction the fire spreads. If you use your action, choose the result instead. A result of 1 means all of the north-facing edges of the fire spread 5 feet to the north. 2 is east, 3 is south, and 4 is west. A creature that starts its turn in the fire or enters the area for the first time on a turn takes 5d4 fire damage.

The fire damages objects in the area and ignites flammable objects. The flames can not be put out by nonmagical means for the spell's duration. Once the spell ends the flames continue to burn and spread non-magically until their fuel is exhausted or the flames are extinguished.

Symbol of Conflagration

5th-level Abjuration


  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S, M (rubies whose value totals at least 400 gp)
  • Duration: Until dispelled or Triggered

When you cast this spell, you inscribe a symbol that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the symbol. If you choose a surface, the symbol can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the symbol is broken, and the spell ends without being triggered.

The symbol is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the symbol when you cast the spell. For symbols inscribed on a surface, the most typical triggers include touching or standing on the symbol, removing another object covering the symbol, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the symbol. Once the symbol is triggered, this spell ends.

When the symbol is triggered, a conflagration is released in a 20-foot-radius sphere from the center of the symbol. This sphere spreads around corners. Each creature in the area must make a dexterity saving throw. A creature takes 10d6 fire damage on a failed save or half as much damage on a successful save.


Lava Line

6th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an igneous rock)
  • Duration: Concentration, up to 1 minute

You split the ground in a line within range and it fills with lava. You can make the line up to 30 feet long, 5 feet thick, and 5 feet deep.

When the gash appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage, or half as much damage on a successful save. A medium or larger creature that succeeds its save can move to an adjacent square without provoking an attack of opportunity if it is able.

The area adjacent to the lava is superheated and deals 5d8 fire damage to each creature that ends its turn within 5 feet of the lava or if a creature passes over a space of the line of lava on its turn. A creature takes 7d8 fire damage if it starts its turn in the lava or when it enters the lava for the first time on a turn or ends its turn there. Creatures in the lava attempting to climb out can do so with an athletics check equal to your spell save DC as part of their movement, if they lack a climb speed. (a creature with 30 move speed can attempt to get out 3 times. It takes damage only once unless it fails to escape. If it uses up 20 feet of movement on two attempts to climb out and moves 10 feet away it only takes the damage from starting in the lava.)

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.


Pyroblast

6th level evocation


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

You hurl a massive ball of pyroclastic lava, ash, and molten rock at a creature within range. Make a spell attack roll against the targeted creature. On a hit, it takes 6d6 fire damage and 6d6 bludgeoning damage. Hit or miss, the ball then explodes. The target and all creatures within 10 feet of the point where the blast exploded must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 bludgeoning damage on a failure, or half as much of each on a success. Nonmagical objects that are not being worn or carried that are hit by the explosion take the maximum damage and light on fire if they're not destroyed immediately.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the blast's damage to the targeted creature and the explosion's damage each increase by 1d6 fire damage and 1d6 bludgeoning damage for each slot level above 6th.

Air and Electric Spells

Arc Lightning

1st-level evocation


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

With a snap of your fingers a creature within range is subject to an arc of lightning as you release your magic upon them. This bolt deals 2d6 lightning damage if the target fails a Dexterity saving throw against your spell save DC or half as much on a successful save. Additionally, the electricity arcs to one additional creature of your choice within 15 feet of the first target. This creature must also make the Dexterity saving throw or take 2d6 lightning damage on a failed save and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each creature struck by the spell increases by 1d6 for each slot level above 1st.


Spark

1st-level evocation


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

With a snap of your fingers a creature within range discharges electricity as you release your magic upon them. This spark deals 2d6 lightning damage if the target fails a Dexterity saving throw against your spell save DC or half as much on a successful save. Additionally, all creatures within 5 feet of the target, including the target, must make a Dexterity saving throw or take 1d6 thunder damage on a failed save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for both effects of the spell increases by 1d6 for each slot level above 1st.


Direct Current

2nd-Level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M ( A few inches of copper wire)
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause electric current to flow through the metal. Any creature in physical contact with the object takes 2d8 lightning damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause 1d8 lightning damage to one creature in contact with the metal.

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

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Jolt

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (A pinch of sugar)
  • Duration: 1 minute

You're invigorated with energy for the duration causing you to react quickly and move faster. While under the effects of this spell you have advantage on dexterity saving throws and your walking speed increases by 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your movement speed increases by an additional 5 feet for each slot level above 2nd.


Static Field

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M ( a handful of caltrops wrapped in wool)
  • Duration: Concentration, up to 1 minute

The ground in a 20-foot radius centered on a point within range becomes clingy and sparks arcs of electricity. When a creature moves into or within the area, it takes 2d4 lightning damage for every 5 feet it travels. A creature other than yourself that is wearing or carrying metal that starts its turn within the area or moves into it for the first time on a turn must succeed on a Constitution saving throw against your spell save DC or have disadvantage on attack rolls until the end of the turn.


Breath of Life

4th level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You return a dead creature you touch to life by passing your vitality to it, provided that it has been dead no longer than 10 minutes. You reduce your current and maximum hit points by an amount of your choosing. This reduction cannot reduce you below 1 hit point or reduce your hit point maximum to 0. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with hit points equal to the amount of hit points you sacrificed. The creature's hit point maximum is equal to the amount healed until it completes a long rest. When you complete a long rest your reduction to your hit point maximum on yourself ends.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails. additionally, the spell can’t return an undead creature to life.

Capacitance

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A metal spring)
  • Duration: 1 minute

Arcing electricity coils around your body for the duration. The energy builds up as you embody a capacitor waiting to discharge and grants you resistance to lightning damage. When you cast this spell and at the start of each of your turns while under its effects you build up electricity equal to 2d8 lightning damage that is stored as charges until release. This build up has a limit of 4 charges at a time for a total potential of 8d8 lightning damage. The energy is released when you are hit by a melee attack and it arcs into your attacker or by using an action to make a melee spell attack against a target that deals damage based on how many charges have built up. This attack cannot be a critical hit. You may also end the spell early with an action to harmlessly discharge the energy.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage build up per turn increases to 3d8 and the limit to the number of charges increases to 6. If you cast this spell with an 8th level slot or higher the damage build up per turn increases to 4d8 and the limit to the number of charges increases to 8.


Wind Whispers

4th-level evocation


  • Casting Time: 1 action
  • Range: Sight
  • Components: S
  • Duration: Concentration, up to 1 minute

When you cast this spell the winds carry your whispered message subtly to targets of your choice within range. Anything your whisper for the duration of the spell is delivered to your targets clearly but such that only they can hear the words.

Conduit

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Electricity radiates from you, amplifying magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. When a creature, other than yourself, within this sphere makes a saving throw against a spell or magical effect that deals lightning damage that allows it to make a saving throw to take only half damage, it instead takes normal damage if it succeeds on the saving throw and maximum damage on a failed saving throw.


Electrocution

5th-level evocation


  • Casting Time: 1 action
  • Range: 120
  • Components: V, S, M (A set of manacles)
  • Duration: Concentration, up to 1 minute

You call tendrils of electricity to bind a creature you can see within range in place. The creature must make a Strength save against you spell save DC or be strapped down by the lightning. On a failure the target takes 6d6 lightning damage and is restrained for the spells duration. On a success it takes half the damage and is not restrained. At the end of each of its turns, a creature restrained by this spell makes a Dexterity saving throw against your spell save DC. It takes 2d6 lightning damage on a failed save and remains restrained, or the spell ends on a successful save.


Fulmination

9th-level evocation


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

You cause bolts of plasma to strike from above three points you can see in range. Each creature in a 5-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. A creature takes 30d6 lightning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lightning strike is affected only once.

Additionally, each creature in a 60-foot-radius sphere centered on each of these points must make a Constitution saving throw against the sonic boom that follows these lightning strikes. A creature takes 10d6 thunder damage, is knocked prone, and is permanently deafened on a failed save. A creature that succeeds on this save takes half as much damage, is knocked prone, and is deafened for 1 minute. A creature in the area of more than one sonic boom is only affected once.

Water and Ice Spells

Chilling Reprimand

1st level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: self
  • Components: V, S
  • Duration: Instantaneous

As a reaction to being hit by an attack or taking cold damage, you absorb some of the incoming energy as a sheet of frost that covers you and your gear. You have resistance to cold damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 60 feet it must make a Constitution saving throw as it is momentarily covered in the spectral frost. On a failed save, it takes 2d6 cold damage and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have disadvantage.

Cold Snap [rework?]

2nd level Transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

As you cast this spell you snap your fingers and you attempt to freeze the body of a creature of your choice within range. The creature must succeed on a Constitution saving throw or be affected by this spell for the duration.

An affected target takes 1d6 cold damage at the start of its turn, it takes a –2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

A creature affected by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. [ you can target one additional creature for each slot level above 2nd?]


Ring and Sting

3rd level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small glass globe filled with water)
  • Duration: Concentration, up to 1 minute

When you cast this spell you use the following effect named Ring. For the spell's duration on each of your turns you can use any of the following options:

Ring: As an action you can release a ring of ice along the ground that freezes creatures caught in the wave. The ring is centered on yourself and affects a 15 foot radius circle. Affected creatures must succeed on a Dexterity save against your spell save DC or be restrained until the end of your next turn.

A creature restrained by the ring can use its action to make a Strength cheek against your spell save DC. If it succeeds, it is no longer restrained.

Sting: Once per turn as an action or bonus action while the spell persists, you can create an ice spike that you shoot at a creature within 30 feet of you. Make a ranged spell attack roll for the spike. On a hit the target takes 2d6 cold damage. If a spike hits a creature restrained by the Ring effect, it is a critical hit and the restrained condition from the Ring effect ends on that creature as the ice shatters.


Protection from Cold

3rd level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch is protected from cold damage and gains cold resistance.


Frost Bane

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action, choose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes cold damage, the target takes an extra 2d6 cold damage. Moreover, the target loses any resistance to cold until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.


Conjure Water Elemental

5th level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (a slurry of water and sand)
  • Duration: Concentration, up to 1 hour

You call forth a water elemental servant from an area of water that fills a 10-foot cube within range. A Water Elemental (Monster Manual pg. 125) appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. As a bonus action on each of your turns, you can mentally command the elemental you summoned with this spell if the creature is within 300 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


Coast to Coast

5th level Conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a pouch of mixed black and white sand from two different coastlines)
  • Duration: Instantaneous

As you cast this spell you draw arcane markings in the ground as part of the casting time for the spell. You draw the arcane symbols in the soil or sand in a 10 foot radius circle around a point to set your destination from your current location to a coastline or shore you have visited previously or can currently see on the same plane of existence. When you complete the spell cast you and any creatures within the radius that are holding hands close your eyes as magical waters wash over the symbols and you are all transported to the desired coast as the waters recede.

Ice Spires

7th level evocation


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

As an action, up to five spires of ice rise up out of the ground within 60 feet. Each stalagmite-like icicle is a cylinder that has a diameter of 5 feet and a height of up to 10 feet. If a spire is created under a creature, that creature must must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and 4d6 cold damage and is pushed to an unoccupied adjacent space and knocked prone. On a successful save, a target takes half as much damage and isn't knocked prone but is still pushed. A creature can only take damage from a single spire when the spell is cast but can be pushed more than once.

Ice spires created by this spell persist for one round. They can provide cover. An ice spire has 13 AC and 30 hit points and is vulnerable to bludgeoning and fire damage. At the start of your next turn after casting the spell, any remaining spires shatter and any creature within 15 feet of a spire must make a dexterity saving throw to avoid the shards of ice. On a failed save a creature takes 4d6 bludgeoning and 4d6 cold damage. A creature in the area of more than one shattering spire is affected only once.


Blizzard

9th level Evocation


  • Casting Time: 1 Action
  • Range: Sight
  • Components: V, S, M (a sapphire worth at least 250gp that is carved or cut into the shape of a snowflake)
  • Duration: Concentration, up to 1 minute

As an action, a churning snow storm forms, centered on a point you can see within sight range and spreading to a radius of 300 feet. Hailstones rain down from the cloud. Each creature, other than you, under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and 5d6 cold damage as the area turns into a raging blizzard.

For the duration, the area is difficult terrain and is heavily obscured. Additionally, Ranged weapon attacks in the area are impossible. Further, The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells causing any concentrating creature, other than you, that starts its turn in the area or enters it for the first time on their turn to have to make a concentration save to maintain their spell. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

On each of your turns for the duration, as an action, gusts and freezing rain assail the area under the cloud. Each creature there must make a Constitution saving throw. A creature takes 5d6 cold damage on a failure or half as much on a success.

deluge drench torrent siphon snow blind

Earth and Acid Spells

Tar Pit

3rd level Transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentraition, up to 10 minutes

You raise tar to the surface of a large area to impede hostile movement. Choose a point within range, all dirt and stone floors in a 50 foot radius centered on that point become viscous and caustic tar. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves and takes 1d4 acid damage for every 5 feet it travels through the area.

You can exclude one or more areas of any size within the spell’s area from being affected.

Oil Slick

4th level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a small glass globe filled with oil)
  • Duration: Instantaneous

As an action, you create and rupture an oil bubble, coating all solid surfaces in an 20 foot radius with a slick of oil from a point of you can see within range. Each creature in a sphere centered on that point must make a Dexterity saving throw. A creature takes takes 5d6 acid damage and falls prone on a failed save, or half as much damage on a successful one and does not fall prone.

A creature that enters the area on its turn must also succeed on a Dexterity saving throw against your spell save DC or fall prone and slide across the coated surface. A creature that slides continues to move in the direction it was traveling when it entered the slick as far as possible along the slick surface until it hits a solid object or until it does not occupy a space coated in oil from this spell.

The oil remains coating surfaces for 1 hour before decomposing and dispersing enough to no longer affect movement.

Acid Rain

5th level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a vial of acid)
  • Duration: Concentration, up to 1 minute

You create an ochre colored cloud at a point within range at a height of your choosing up to 100 feet in the air. A cylinder with a 20 foot radius around this point that spreads around corners begins to pour down acidic rain on creatures below it. A creature takes 5d4 acid damage when it enters the spell’s area for the first time on a turn or starts its turn there. This area is lightly obscured for the duration.

Mudslide

7th Level Evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

You release a deluge of mud from a point within range. The area in a 40 foot cube from this point is overwhelmed by mud and becomes difficult terrain. Each creature within the area must make a strength saving throw. On a failed save a creature takes 4d8 bludgeoning damage and 4d8 acid damage and is restrained, or half as much damage and is not restrained on a success.

A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC. If successful, the creature is no longer restrained by the mud.

Mass Petrification

9th level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A complete fossil)
  • Duration: Concentration, up to 1 minute

You attempt to turn up to four creatures that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If a creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Light Spells

Prism

1st level evocation


  • Casting Time: 1 action
  • Range: 30 feet (15 foot line and 15 foot cone)
  • Components: V, S, M (a glass or crystal prism)
  • Duration: Instantaneous

You conjure a beam of light that splits into multicolored rays and damages foes. When you cast this spell a beam of pure white light shoots in a line 5 feet wide and to a point up to 15 feet away from your hands in a direction of your choice. At the end of this line the light splits into an array of multicolored beams of light that continue in a 15 foot cone. Creatures struck by the line must make a dexterity saving throw. On a failure they take 2d8 radiant damage and on a success they take half as much damage. Creatures caught in the cone must also make a dexterity saving throw as they are struck by rays of colored light. On a failure they take 1d4 fire, 1d4 cold, 1d4 lightning, and 1d4 acid damage and on a success they take half as much damage.

At Higher Levels. When you cast this spell using a spell slot of second level or higher the radiant damage increase by 1d8 for each additional spell level. At 3rd level the damage from the cone increases by 1d4 fire, 1d4 cold, 1d4 lightening, and 1d4 acid damage and it increases again at each odd spell level thereafter.

Starfall

3th level conjuration


  • Casting Time: 1 action
  • Range: Self (120-foot radius)
  • Components: V, S, M (A meteorite)
  • Duration: Concentration, up to 1 minute

You command shooting stars to fall on creatures within a 120 foot radius of you on each of your turns for the duration. When you cast this spell and as an action on each of your turns for the spell's duration you call down 3 stars to fall on three targets. A target must succeed on a Dexterity saving throw or take 1d8 radiant damage and be blinded until the end of it's next turn. On a success the target takes half as much damage and is not blinded. A target can only be targeted by a falling star once per turn.

At Higher Levels. When you cast this spell at 4th level or higher, an additional star falls each turn for each spell level above 3rd.

Flash of Light

3rd level evocation


  • Casting Time: 1 action
  • Range: Self (60 ft radius sphere)
  • Components: V, S
  • Duration: 1 round

As an action, you can illuminate yourself and your surroundings in a brilliant flash of magical light. The light lasts until the start of your next turn. During this time you shed bright light in a 30-foot radius and dim light for an additional 30 feet. If any of this area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. While the light lasts, attack rolls against you are made with disadvantage.

Hostile creatures in the bright light that can see you when you first emit this light must make a Wisdom save against your spell save DC or be blinded until the start of your next turn. Friendly creatures bathed in this light are not blinded and instead are reinvigorated by the glowing radiance. If they are within the radius of the bright light they regain 2d8 hit points and if they are within the radius of the dim light they receive half as much healing instead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the healing in the bright light increases by 1d8 for each additional spell level above 3rd.

Beacon of Light

4th level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You glow as a brilliant beacon of light for the spell's duration creating bright light in a 15-foot radius sphere centered on yourself and dim light for another 15 feet. Friendly creatures that start their turn within this bright light regain 1d4 hit points. Hostile creatures that start their turn in the bright light have disadvantage on attack rolls against creatures within the bright light.

Shining Shield

4th level abjuration


  • Casting Time: 1 action
  • Range: Self (60-foot)
  • Components: V, S
  • Duration: 10 minutes

An shining shield of luminous force appears and protects you. For the duration you have resistance to radiant damage and any time you are attacked a beam of light also flashes towards a creature of your choice that you can see within 60 feet. This shinning light deals 4 radiant damage if the creature can see it and can only hit the same creature once per turn.

Judgment

9th Level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a diamond prism worth at least 1000gp)
  • Duration: Instantaneous

You instantly dispel all instances of invisibility and magical darkness within range in a flash of light and gain truesight until the end of your turn.

All creatures within range that you can see are then enveloped in beams of light from above that either deal radiant damage or heal the creature at your judgment. Roll 9d6, creatures you chose to take damage take that much radiant damage while creatures you chose to heal receive that much healing instead.

brilliant bind

Darkness Spells

Extinguish

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

With just a flick of the wrist and a clenching of your palm, you are able to douse a single, small source of light within range. This spell extinguishes a torch, a candle, a lantern, or other small flame or light source, or a Light or Dancing Lights cantrip.

Dark Portal

8th level conjuration


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

This spell creates a magical link between a 5 foot diameter portal you create on a surface within range and a 2nd portal, at any distance, on the same plane of existence. You must have seen or touched the area of the destination portal at least once before. For the duration, any creature can step into the target portal and exit from the destination portal by using 5 feet of movement.

If the destination is illuminated the travel through pure darkness is unreliable. If the destination portal is in dim light or bright light then a creature that passes through arrives off target in a random space that is unoccupied and in complete darkness. the creature appears random distance away from the destination in a random direction in an area of darkness. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled in the closest appropriate space in darkness. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.

Annihilation

9th level Conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (A mindflayer tentacle)
  • Duration: Concentration, up to 1 minute

Choose an unoccupied 5 foot space within range and pull an orb from the depths of darkness into that space. The orb is incredibly small but the pull is so great that it occupies a 5 foot cube and exerts its pull on a 60 foot radius sphere surrounding it. Ranged weapon attacks made by or against targets in the radius of this sphere automatically miss their targets.

All creatures and unsecured objects within this radius are pulled toward the sphere in the center. A creature within 60 feet of the orb at the end of their turn must succeed on a Strength saving throw against your spell save DC or be pulled 20 feet towards the orb. Moving away from the orb while within its pull is also more difficult and costs a creature two feet of movement for every one foot traveled away from the center. A creature that is moved into the space that the orb occupies must make a Dexterity saving throw vs your spell save DC. The creature takes 15d10 necrotic damage on a failure or half as much on a success. A creature reduced to 0 hp by this damage is killed instantly. A creature killed by this damage and all items, besides artifacts, pulled into the sphere are utterly annihilated and can only be restored via a Wish spell or similar effect.

As an action on your turn you can move the orb 10 feet in any direction of your choice.

Force and untyped Spells

Resuscitate

Evocation cantrip


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

You attempt to resuscitate a dying creature by sending a controlled electric shock to their body. You target a living creature currently at 0 hit points that is not stable and try to reset its equilibrium with a shock. On the creature's next turn when the creature makes its death saving throw if the result is a success it becomes stable.

Font of Acceleration

1st level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a mist of invigorating energy in a space that is a 5-foot cube you can see within range. The energy looks like a shimmering mist or vapor (your choice).

Until the spell ends, whenever a creature moves into the font's space for the first time on a turn or starts its turn there, it gains an additional 10 feet of movement speed until the end of its turn. As a bonus action on your turn, you can warp the font in the blink of an eye up to 40 feet to another space you can see.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the movement speed granted by and the distance you can warp the font increase by 10 feet for each slot level above 1st.

Muffle

2nd level Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You inconspicuously gesture to invoke a magical mute on a creature you can see. The creature must succeed on a Charisma save or become unable to speak for the spell's duration. A creature can choose to fail this save. A creature that fails this save can repeat it at the end of each of its turns to end the effect on a success.

Preparation

2nd level Divination


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

You spend a minute magically attuning your senses to the world around you. For the spell's duration you have a preternatural awareness to changes in your surroundings granting you advantage on initiative rolls and perception checks.

Arcane Explosion

3rd level Evocation


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

You propel a bead of condensed force to a point you can see within range, where it bursts and instantly releases the stored energy in a magical explosion. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d4 force damage on a failed save, or half as much damage on a successful one.

The energy spreads around corners. It pushes objects in the area that aren’t being worn or carried to the edge of this radius.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Myriad Missiles

3rd level Evocation


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

While this spell lasts you focus arcane energy around yourself. When you cast this spell – and as a bonus action on each of your turns thereafter – you create up to two glowing darts of magical force and propel each at a creature of your choice that you can see within 120 feet. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Effects, such as Shield that prevent damage from Magic Missiles also prevent damage from this spell.

Force Barrier

4th Level Abjuration


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

You manifest a barrier of magical force to shield you from magical effects. Spells and magical effects cannot pass through the barrier. If you attempt to cast a spell, you may, by temporarily lowering the barrier when you complete the spell cast with no action required. You can be harmed by magical effects such as standing in a spell area effect or by a spell cast as a reaction to this trigger while the barrier is down.

Arcane Instability

4th level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A burned spellbook)
  • Duration: Instantaneous

You unleash a magical blast targeting a creature's magical capacity directly. The creature must make a Constitution saving throw. On a failure they lose one spell slot of their highest spell slot level up to level 4. On a success they lose one spell slot of their choice up to level 4.

This spell has no effect on creatures that do not use spell slots or have innate spellcasting.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target loses a spell slot up to the casting level of Arcane Instability.

Dimensional Anchor

5th level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 10 minutes

You shoot a misty green ray at a target within range, make a ranged spell attack roll. On a hit, the target is enveloped in green particulates for the duration that prevent any extradimensional travel.

Cascade

5th level evocation


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

You shoot a beam of pure arcane energy at a creature within range. On a hit, the beam deals 5d4+5 force damage and connects with the creature for the duration. On each of your turns for the duration, you can use your action to deal increasing force damage to the target automatically. Every turn the damage increases by 1d4+1 (so the second turn would be 6d4+6, 3rd 7d4+7, etc.). The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage uses a die 1 size larger per spell level. d6's per turn at 6th level, d8's at 7th, d10's at 8th, and d12's at 9th level.


invigoration unstable flux

CREDITS
Made by u/RehmSleep, @RehmSleep#0274 on Discord

 

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