The Adept
Adepts are spellcasters that hone their minds in order to manipulate the four elements. They can also summon powerful elemental avatars to aid them in battle. Adepts like to flavor their magic off of concepts and figures from the multiverse's many mythologies.
Creating an Adept
There are two major decisions that you must make at 1st level as an adept: Your primary element and your adept archetype. Your primary element - Wind, Fire, Water, or Earth - mostly influences what spells you can learn. If you choose Wind you are called a Jupiter adept; if Fire, a Mars adept; if Water, a Mercury adept; or if Earth, a Venus adept. Your choice of adept archetype determines whether you will be an elemental mage and focus almost exclusively on magic, or an elemental warrior and supplement your magic with arms and armor.
Quick Build
You can make an adept quickly by following these suggestions. First, if you're an elemental mage, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you're an elemental warrior, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the sage background. Third, choose the mage hand cantrip. If you're an elemental mage, also choose the guidance cantrip and the 1st-level spell mage armor. If you're an elemental warrior, also choose the 1st-level spell absorb elements. For the rest of your cantrips and 1st-level spells, choose from the list associated with your primary element, making sure to select at least one cantrip that deals damage.
Class Features
As an adept, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per adept level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per adept level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, short swords
- Tools: None
- Saving Throws: Constitution (if choosing the Elemental Warrior adept archetype), Intelligence, Wisdom (if choosing the Elemental Mage adept archetype)
- Skills: Choose two from Arcana, Athletics, History, Insight, Nature, Perception, and Survival
Equipment
Depending on the adept archetype you take at 1st level, your starting equipment options differ.
If you are an elemental mage, you start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple melee weapon or (b) a shortsword
- (a) a shortbow and a quiver of 20 arrows or (b) a shortsword
- (a) an arcane focus or (b) a druidic focus
- (a) a priest's pack or (b) a scholar's pack
- (a) any set of artisan's tools or (b) any musical instrument
If you are an elemental warrior, you start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two simple weapons
- (a) studded leather armor or (b) scale mail
- (a) an explorer's pack or (b) a dungeoneer's pack
Alternatively, regardless of your adept archetype, you can ignore the equipment here and in your background, and buy 5d4 x 10 gp worth of equipment from chapter 5 in the Player's Handbook.
Primary Element
At 1st level, you are more significantly gifted in one of the four elements than the others. Choose one of Wind, Fire, Water, and Earth. Your choice doesn't confer any benefits in and of itself, but it does impact some of your other adept features.
Psynergy
You wield a special form of magic called Psynergy that is inwardly similar to a monk's ki but outwardly resembles the magic of druids. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The adept spell list is found at the end of this document.
The Adept Spell List
Your primary element dictates which spells you can choose from when your level allows you to learn a new spell or cantrip. The adept spell list at the end of this document is divided into five sections. The first, named "Adept Spells (All Elements)", provides a list of spells that every adept can learn. The other sections each correspond to one element. All spells listed in the section that corresponds to your primary element are considered to be on the adept spell list for you.
Cantrips
At 1st level, you know two cantrips of your choice from the adept spell list. You learn additional adepts cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Adept table.
Psynergy Points (PP)
The Adept table shows how many Psynergy Points, or "PP", you have to cast your adept spells of 1st level and higher. To cast one of these adept spells, you must expend a number of PP relative to the spell's level, as shown on the PP Cost per Spell Level table. The Adept table shows the maximum number of PP you can spend on any one spell or class feature at your current adept level. You regain all expended PP when you finish a long rest.
Because you don't cast your spells using spell slots, you cannot benefit from additional or enhanced effects from casting spells with slots of a higher level. Other adept features can allow you to cast spells at higher levels.
The Adept
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | PP | Max PP per Feature (Spell Lv) | Djinn | Summons |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Primary Element, Psynergy, Adept Archetype | 2 | 2 | 4 | 2 (1st) | — | — |
| 2nd | +2 | Djinn, Spirit Summon | 2 | 2 | 4 | 2 (1st) | 1 | 1 |
| 3rd | +2 | — | 2 | 3 | 6 | 2 (1st) | 2 | 2 |
| 4th | +2 | Ability Score Increase | 3 | 4 | 6 | 2 (1st) | 2 | 2 |
| 5th | +3 | — | 3 | 5 | 14 | 3 (2nd) | 3 | 3 |
| 6th | +3 | Adept Archetype feature | 3 | 6 | 14 | 3 (2nd) | 3 | 3 |
| 7th | +3 | — | 3 | 7 | 17 | 3 (2nd) | 4 | 4 |
| 8th | +3 | Ability Score Increase | 3 | 8 | 17 | 3 (2nd) | 4 | 4 |
| 9th | +4 | — | 3 | 9 | 27 | 5 (3rd) | 5 | 5 |
| 10th | +4 | Elemental Savant | 4 | 10 | 27 | 5 (3rd) | 5 | 5 |
| 11th | +4 | Greater Summon (Secret Spirit) | 4 | 10 | 32 | 5 (3rd) | 6 | 5 |
| 12th | +4 | Ability Score Increase | 4 | 10 | 32 | 5 (3rd) | 6 | 5 |
| 13th | +5 | Greater Summon (Ancient Spirit) | 4 | 10 | 38 | 6 (4th) | 7 | 5 |
| 14th | +5 | Adept Archetype feature | 4 | 10 | 38 | 6 (4th) | 7 | 5 |
| 15th | +5 | Greater Summon (Legendary Spirit) | 4 | 10 | 44 | 6 (4th) | 8 | 5 |
| 16th | +5 | Ability Score Increase | 4 | 10 | 44 | 6 (4th) | 8 | 5 |
| 17th | +6 | Greater Summon (Forbidden Spirit) | 4 | 10 | 57 | 7 (5th) | 9 | 5 |
| 18th | +6 | Elemental Ascension | 4 | 10 | 57 | 7 (5th) | 9 | 5 |
| 19th | +6 | Ability Score Increase | 4 | 10 | 64 | 7 (5th) | 9 | 5 |
| 20th | +6 | One with the World | 4 | 10 | 64 | 7 (5th) | 9 | 5 |
PP Cost per Spell Level
| Spell Level | PP Cost | Earliest Adept Level |
|---|---|---|
| 1st | 2 | 1st |
| 2nd | 3 | 5th |
| 3rd | 5 | 9th |
| 4th | 6 | 13th |
| 5th | 7 | 17th |
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the adept spell list.
The Spells Known column of the Adept table shows when you learn more adept spells of your choice. Each spell you choose to learn must be of a level you are able to cast spells at within your PP limit.
Additionally, whenever you gain a level in this class, you can choose one of the adept spells you know and replace it with another spell from the adept spell list, following the same rules as above.
Spellcasting Ability
Intelligence is your spellcasting ability for your adept spells, since Psynergy requires great mental discipline in order to control. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an adept spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus or a druidic focus (see chapter 5 of the Player's Handbook) as a spellcasting focus for your adept spells.
Psynergy & Spellcasting for Multiclass Characters
If you are a multiclass character with the Spellcasting or Pact Magic features from your other class, you can use your slots from either feature to cast your adept spells from your Psynergy feature (benefiting from being cast at a higher level as normal if appropriate), and you can use your PP to cast spells you know from those classes at their lowest possible level.
You can't use spell slots in place of PP costs for features other than your Psynergy feature, such as using features of djinn that are set to you.
Adept Archetype
Choose an adept archetype, which represents how you train to apply your Psynergy: Elemental Mage or Elemental Warrior, both detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th and 14th level.
Djinn
When you become a 2nd-level adept, you catch the interest of the djinn, minor elemental spirits that embody aspects of the world. Djinn lend their power to adepts, granting them potent abilities and access to new Psynergy.
Gaining Djinn
At 2nd level, you gain the services of one djinni of your choice. Your djinni options are detailed at the end of the class description. When you gain certain adept levels, you gain additional djinn of your choice, as shown in the Djinn column of the Adept table. You can choose djinn that are aligned with any element. Additionally, when you gain a level in this class, you can choose one of your djinn and replace it with another djinni of your choice.
Djinni States
Djinn can be in one of three states: On standby, set to you, or recovering. A djinni is on standby when it first joins you, and whenever you finish a short or long rest you can put any of your recovering djinn on standby. Djinn on standby confer no benefits but are used as a resource for your Spirit Summon feature, which puts them into the recovering state.
When you finish a short or long rest, you can select two of your known adept spells of 1st level or higher to set one of your djinn on standby to you. Those spells are temporarily removed from your list of spells known but still count against your number of spells known. When a djinni set to you changes states, you immediately add any two removed spells of your choice back to your list of spells known. You can set one djinni to you during a short rest, or any number during a long rest, provided you can select two different adept spels for each djinni you set. You can set a djinni to you even if it was put on standby from recovering during the same rest.
Djinni Features
Each djinni has four features that it grants while it is set to you. The first might be a cantrip or some sort of continuous benefit, such as a damage resistance or Fighting Style. The second is the djinni's Unleash feature, described below. The third and fourth are both used by expending a number of PP. You must follow the same limitations on how many PP you can spend on a single feature as you do for casting spells. For example, you must be at least a 9th-level adept to use the Venus djinni Flint's Ragnarok, which requires 5 PP.
A djinni's Unleash has you "unleash" that djinni as part of its cost. You can also choose any number of other djinn set to you and unleash them alongside that djinni. These additional djinn don't activate their own Unleash features; instead, they enhance the potency of the Unleash you're using. At the end of each turn, all djinn unleashed that turn are put on standby. You can only use one Unleash per turn.
Any djinni feature that allows you to cast a spell follows the normal rules for casting your adept spells, including providing and performing spell components, unless otherwise specified. The spell is always cast at its lowest level unless specified by the feature. Spells you can cast because of djinn are considered adept spells for you while you are casting or concentrating on them but don't count as spells known. Whenever your djinni feature forces something to make a saving throw or requires you to make a spell attack roll, use your adept spell save DC and spell attack modifier.
Several djinn let you adopt a Fighting Style. Each Fighting Style functions as described in the fighter class feature in the Player's Handbook. You can't benefit from the same Fighting Style more than once, even if you have multiple instances of it, but having a djinni that can grant you a Fighting Style option doesn't prevent you from learning that option permanently via other sources.
Some djinni features are used when you hit with a weapon attack, requiring no specific action. You can only use one such djinni feature per attack.
Spirit Summon
With the aid of the djinn at your side at 2nd level, you can summon more powerful spirits to help you.
Learning Summons
You learn how to summon one standard spirit of your choice at 2nd level. Your summonable spirit options are detailed at the end of the class description. When you gain certain adept levels, you learn how to summon an additional standard spirit of your choice, as shown in the Summons column of the Adept table. Additionally, when you gain a level in this class, you can choose one of your standard spirits and replace it with another standard spirit of your choice. In order to learn a spirit, you must have djinn such that you can pay that spirit's summon cost (see below).
Summoning a Spirit
Most spirits allow you to cast a spell when summoned. The amount of time it takes to summon such a spirit is the same as the casting time for that spell, unless the spirit specifies otherwise. Spirits that don't cast a spell specify the time it takes to summon them in their description.
Summoning a Spirit (continued from previous page)
In order to pay the cost of the summoning, you must choose a number of your djinn that are on standby that can meet the summon cost. For example, to summon Judgment, with a cost of 3 Venus, 2 any, you could select three Venus djinn, a Mars Djinn, and a Mercury Djinn, or three Venus Djinn and two Jupiter djinn, or five Venus djinn, et cetera. Those djinn are immediately put into the recovering state. If the spirit's effect casts a spell, you must also perform that spell's components, including material components, as part of the summon's cost (if you cannot pay the costs, the summon can't be used and no djinn are put into the recovering state). The spirit then immediately takes effect.
Spirit Effects
The description of a spirit describes the effect it creates, and all summon effects are magical. Typically, the effect involves casting a spell. The casting is at the spell's lowest level unless specified otherwise. The spell is considered an adept spell for you while you are casting or concentrating on it but doesn't count as an adept spell known. Whenever a spirit effect forces something to make a saving throw or requires you to make a spell attack roll, use your adept spell save DC and spell attack modifier.
A spirit typically involves a sensory effect of some kind, which lasts until the end of the turn in which the spirit was summoned unless otherwise specified (if the effect isn't static, it plays out during that turn). This effect is an illusion and has no physical presence or lasting impact on the world.
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.
Elemental Savant
When you reach 10th level, you are able to pull greater power from the djinn you ally yourself with to learn spells outside of your primary element. When you learn or replace an adept cantrip or spell, you can choose the new spell from the list for any element for which you have at least one djinni. The spell is considered an adept spell for you as long as you know it.
If at any time you know an adept spell that doesn't appear on your adept spell list or the spell lists of any of your djinn's elements (such as after replacing one of your djinn when gaining a level), you must immediately replace that spell with a different adept spell you can know.
Greater Summon
At 11th level, you are granted the knowledge of a powerful spirit forgotten by time. Choose a spirit from the list of Secret Spirits for which you meet the cost prerequisites. You can summon it once just like any other spirit, but must then finish a long rest before doing so again.
Similarly, you learn how to summon an Ancient Spirit at 13th level, a Legendary Spirit at 15th level, and a Forbidden Spirit at 17th level, each of which you can summon once and must finish a long rest before summoning again. None of your Greater Summons count against your number of summons known.
Elemental Ascension
At 18th level, you can temporarily assume an elemental form. You can use your action to cast a specific spell, and must finish a long rest before doing so again. The spell you cast is determined by your primary element: Investiture of wind for Wind, investiture of fire for Fire, investiture of ice for Water, and investiture of stone for Earth. The spell uses your adept spell save DC for this casting, and it ends early if you use your action for anything other than the action granted by the spell (it doesn't end early if you choose not to use your action).
One with the World
At 20th level, your bond with the world deepens significantly. You age more slowly, only physically aging 1 year for every 5 that pass. In addition, you can set any number of djinn to you after a short rest, and you can replace one of your djinni with another one by spending 8 hours in meditation with nature.
Adept Archetypes
All adepts train diligently, and your archetype reflects whether you focus on training your mind or physical body.
Elemental Mage
Those who perfect the art of manipulating their Psynergy are called mages. Mages not only wield more - and more varied - Psynergy, but also have training in wider fields of study.
Student of the World
At 1st level, you learn the Primordial language, and you gain proficiency in one skill of your choice and one type of artisan's tools or musical instrument of your choice. You also learn two additional adept cantrips of your choice.
Ritual Casting
Starting at 1st level, you can cast an adept spell you know without expending PP by casting it as a ritual if it has the ritual tag.
Elemental Recovery
Starting at 6th level, you can regain some of your magical power without taking a long rest. When you finish a short rest of which you spent at least half in meditation with nature, you can choose to regain a number of expended Psynergy Points equal to half your adept level (rounded up). Once you use this feature, you must finish a long rest before doing so again.
Empowered Psynergy
At 14th level, your Psynergy becomes especially potent. You can add your Intelligence modifier to one damage or healing roll of any adept spell you cast.
Elemental Warrior
Some adepts prefer swords over tomes and use Psynergy to augment their martial prowess. As an elemental warrior, you expertly wield both Psynergy and weapons.
Warrior's Resilience
As an elemental warrior, you're trained for combat as well as magic. Your hit point maximum increases by 2 at 1st level, and by 2 again whenever you gain a level in this class.
Armed Caster
At 1st level, you gain proficiency with light and medium armor, shields, and all martial weapons. In addition, if you are proficient with a simple or martial weapon you wield, you can use it as a spellcasting focus for your adept spells, and you can perform the somatic components of adept spells even when you have weapons or a shield in one or both hands.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Psynergy
At 14th level, you learn how to follow up your Psynergy with a mighty blow. When you use your action to cast an adept spell, use a djinni feature, or summon a spirit, you can make one weapon attack as a bonus action.
Djinn
This section contains information on each of the elemental djinn you can select from. You can choose djinn aligned with any element, regardless of your primary element. A djinni's element has no effect, but some adept features care about it.
Many djinni features grant access to spells. Spells marked with an asterisk (*) are found in Xanathar's Guide to Everything. Those marked with two (**) are found in the Sword Coast Adventurer's Guide. All other spells can be found in the Player's Handbook.
Jupiter Djinn
The Jupiter djinn embody aspects of air, lightning, and speed and are aligned with the Wind element.
Gust
Gust is the spirit of rapid winds who attacks at high speed. While Gust is set to you, you adopt the Two-Weapon Fighting Fighting Style.
Unleash Gust. When you hit a creature with a weapon attack, you can unleash Gust to deal an additional 2d4 bludgeoning damage to the target as it is buffeted with wind. The damage increases by 1d4 for each additional djinni you unleash alongside Gust. The target must also succeed on a Strength saving throw or be pushed 10 feet away from you.
Zephyr Strike. You can spend 2 PP to cast the zephyr strike* spell.
Haste. You can spend 5 PP to cast the haste spell.
Haze
Haze is the spirit of vapors in the air and conceals its allies with mists. When you take the Dash, Disengage, Dodge, or Hide action, if Haze is set to you, your current space fills with heavily-obscuring fog until the start of your next turn. The fog can be dispersed by a wind of 10 miles per hour or more.
Unleash Haze. As a bonus action, you can unleash Haze to cast the misty step spell without expending PP. The distance you can teleport for this casting of misty step is increased by 10 feet for each additional djinni you unleash alongside Haze.
Fog Cloud. You can spend 2 PP to cast the fog cloud spell.
Gaseous Form. You can spend 5 PP to cast the gaseous form spell.
Jolt
Jolt is the spirit of the electrical pulses within the body. While Jolt is set to you, you have resistance to lightning damage.
Unleash Jolt. As an action, you can unleash Jolt to give a revitalizing shock to a living creature you can see within 30 feet with 0 hit points. For its next death saving throw before the end of your next turn, the results change: A failure becomes a success, a success is treated as a roll of 20, and a roll of 1 only counts as one failure. The creature has a bonus to its death saving throw equal to twice the number of additional djinn you unleash alongside Jolt.
Revivify. You can spend 5 PP to cast the revivify spell.
Raise Dead. You can spend 7 PP to cast the raise dead spell.
Lull
Lull is the spirit of still air and calm skies, preferring to help avoid conflict where possible. While Lull is set to you, you can use your action to cast the friends cantrip.
Unleash Lull. As a bonus action, you can unleash Lull to cast the sanctuary spell without expending PP. This casting of sanctuary can target only you, and it ends early if you unleash any djinn, spend PP to activate an ability of a djinni that is set to you, or summon a spirit. For each additional djinni you unleash alongside Lull, you can cast sanctuary an additional time without expending PP, this time targeting a creature other than you within the spell's range but otherwise following all the same restrictions for that creature as it does for you. If any of these castings of sanctuary end early (including the one cast on yourself), all other castings of it from Lull also end immediately.
Calm Emotions. You can spend 3 PP to cast the calm emotions spell.
Charm Monster. You can spend 6 PP to cast the charm monster* spell.
Smog
Smog is the spirit of polluted air and noxious gas. While Smog is set to you, you can use your action to cast the poison spray cantrip.
Unleash Smog. As an action, you can unleash Smog to cast the fog cloud spell without expending PP. This casting of fog cloud ends at the start of each of your turns unless you immediately unleash an additinoal djinni at the start of that turn (doing so counts as unleashing it alongside Smog).
Stinking Cloud. You can spend 5 PP to cast the stinking cloud spell.
Cloudkill. You can spend 7 PP to cast the cloudkill spell.
Zephyr
Zephyr is a wind spirit who uses its powers to help itself and others move quickly. While Zephyr is set to you, add your proficiency bonus to initiative rolls.
Unleash Zephyr. As an action, you can unleash Zephyr and choose a number of friendly creatures you can see within 15 feet up to your Intelligence modifier (minimum one creature). The movement speed of each creature you chose increases by 10 feet until the end of your next turn, plus 5 feet for each additional djinni you unleash alongside Zephyr.
Expeditious Retreat. You can spend 2 PP to cast the expeditious retreat spell.
Fly. You can spend 5 PP to cast the fly spell.
Mars Djinn
The Mars djinn embody aspects of heat, light, and flames and are aligned with the Fire element.
Brand
Brand is the spirit of the sealing ability of fire. While Brand is set to you, you have resistance to fire damage.
Unleash Brand. As an action, you can unleash Brand to cast the dispel magic spell without expending PP. This casting of dispel magic is special: It is a 1st-level spell instead of a 3rd-level spell, it can only cause a 1st-level spell or cantrip to end automatically, and it cannot dispel spells of higher levels with a successful ability check. For each additional djinni you unleash alongside Brand, the level of spell that this special casting of dispel magic can cause to end increases by 1.
Counterspell. You can spend 5 PP to cast the counterspell spell.
Dispel Magic. You can spend 7 PP to cast the dispel magic spell at 5th level.
Corona
Corona is the spirit of fire's glow and uses its radiance to weaken attacks. While Corona is set to you, you adopt the Defense Fighting Style. You can benefit from it even if you aren't wearing armor if you aren't using another method for calculating your AC (such the mage armor spell).
Unleash Corona. As a reaction when you take damage from a spell or other magical effect, you can unleash Corona to gain resistance to this instance of that damage. For each additional djinni you unleash alongside Corona, you can choose a creature you can see that is also taking damage from the same source. Those creatures also gain resistance to that instance of that damage.
Daylight. You can spend 5 PP to cast the daylight spell.
Wall of Light. You can spend 7 PP to cast the wall of light* spell.
Fever
Fever is a spirit of heat that delights in causing hallucinations and dizziness. While Fever is set to you, you can use your action to cast the minor illusion cantrip.
Unleash Fever. When you hit a creature with a melee weapon attack, you can unleash Fever to deal an additional 2d4 fire damage to the target. This damage increases by 1d4 for each additional djinni you unleash alongside Fever. The target must also succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Maddening Heat. You can spend 3 PP to cast the crown of madness spell. This casting of crown of madness forces the target to make Constitution saving throws instead of Wisdom saving throws to resist or end its effects, and a target with resistance or immunity to fire damage has advantage on its saving throws. In addition, the target's crown of iron is replaced by a shimmering aura of heat all around it which visibly distorts light, and it sweats profusely for the duration of the spell (if it can sweat).
Sickening Heat. You can spend 6 PP to cast the sickening radiance* spell. This casting of sickening radiance replaces the emitted light with a shimmering aura of heat that visibly distorts light, and the damage it deals is fire damage instead of radiant damage.
Forge
Forge is the spirit of heat that shapes and strengthens. When you set Forge to you, you can touch one nonmagical simple or martial weapon with which you are proficient. As long as Forge remains set to you, that weapon becomes magical and grants a +1 bonus to attack and damage rolls.
Unleash Forge. When another friendly creature that you can see within 60 feet of you hits with a melee weapon attack, you can use your reaction and unleash Forge to add 2d6 fire damage to that creature's attack. This damage increases by 1d6 for each additional djinni you unleash alongside Forge.
Searing Smite. You can spend 2 PP to cast the searing smite spell.
Champion's Mantle. You can spend 5 PP to cast the crusader's mantle spell. This casting of crusader's mantle adds fire damage to weapon attacks instead of radiant damage.
Glare
Glare is the spirit of light, shining bright enough to blind or even burn. While Glare is set to you, you can use your action to cast the word of radiance* cantrip.
Unleash Glare. When you hit a creature with a melee weapon attack, you can unleash Glare to deal an additional 2d4 radiant damage to the target. This damage increases by 1d4 for each additional djinni you unleash alongside Glare. The target must also succeed on a Constitution saving throw or be blinded until the end of its next turn.
Color Spray. You can spend 2 PP to cast the color spray spell.
Blinding Smite. You can spend 5 PP to cast the blinding smite spell.
Torch
Torch is the spirit of open flame and burning heat. While Torch is set to you, you can use your action to cast the fire bolt cantrip.
Unleash Torch. You can use your action and unleash Torch to launch an orb of fire at a target you can see within 60 feet. Make a ranged spell attack roll. On a hit, the target takes 2d4 fire damage. Either way, the orb explodes, dealing 2d4 fire damage to the target. Both sources of damage increase by 1d4 for each additional djinni you unleash alongside Glare. A flammable object that takes any of this damage ignites if it isn't being worn or carried.
Burning Hands. You can spend 2 PP to cast the burning hands spell.
Fireball. You can spend 5 PP to cast the fireball spell.
Mercury Djinn
The Mercury djinn embody aspects of liquids, ice, and healing and are aligned with the Water element.
Balm
Balm is the spirit of soothing liquids and rejuvenating energies. While Balm is set to you, you can use your action to cast the spare the dying cantrip.
Balm (continued from previous page)
Unleash Balm. As an action, you can unleash Balm to cast the cure wounds spell at 1st level without expending PP. The level you cast it at increases by 1 for each additional djinni you unleash alongside Balm. This casting of cure wounds can only restore hit points to a creature with 0 current hit points.
Mass Healing Word. You can spend 5 PP to cast the mass healing word spell.
Greater Restoration. You can spend 7 PP to cast the greater restoration spell.
Foam
Foam is the spirit of churning oceans. While Foam is set to you, you have a swim speed equal to your walking speed.
Unleash Foam. As an action, you can unleash Foam to cast create or destroy water at 1st level without expending PP. The level you cast it at increases by 1 for each additional djinni you unleash alongside Foam. You can only choose to create water with this casting of create or destroy water.
Watery Grasp. You can spend 2 PP as an action to generate a magical wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-10-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage and isn't knocked prone or pulled.
Tidal Wave. You can spend 5 PP to cast the tidal wave* spell.
Hail
Hail is an ice spirit that waits in the clouds and attacks from above. While Hail is set to you, you adopt the Archery Fighting Style.
Unleash Hail. When you hit with a ranged weapon attack, you can unleash Hail to deal an additional 2d6 cold damage. The damage increases by 1d6 for each additional djinni you unleash alongside Hail.
Snowball Swarm. You can spend 3 PP to cast the Snilloc's snowball swarm* spell.
Ice Storm. You can spend 6 PP to cast the ice storm spell.
Rime
Rime is the spirit of frost that chills its foes to weaken their mind and body. While Rime is set to you, you can use your action to cast the frostbite* cantrip.
Unleash Rime. As a reaction when you see a creature within 60 feet of you casting a spell, you can unleash Rime to cast the counterspell spell without expending PP. This casting of counterspell is special: It is a 1st-level spell instead of a 3rd-level spell, it can only cause a 1st-level spell or cantrip to fail automatically, and it cannot counter spells of higher levels with a successful ability check. For each additional djinni you unleash alongside Rime, the level of spell that this special casting of counterspell can cause to fail increases by 1.
Dispel Magic. You can spend 5 PP to cast the dispel magic spell.
Counterspell. You can spend 7 PP to cast the counterspell spell at 5th level.
Shell
Shell is the spirit of seashells and crustaceans and protects its allies. While Shell is set to you, you adopt the Protection Fighting Style. You can benefit from it even if not wielding a shield if you are able to perform a magical somatic gesture (as if for a spell component to cast an adept spell) to conjure a small barrier when you use the feature's reaction.
Unleash Shell. As a reaction when you are hit by an attack, you can unleash Shell to gain a +3 bonus to AC until the start of your next turn as an invisible, magical barrier protects you, potentially causing the triggering attack to miss you. This bonus to your AC increase by an additional +2 for each additional djinni you unleash alongside Shell.
Shield of Faith. You can spend 2 PP to cast the shield of faith spell.
Wall of Water. You can spend 5 PP to cast the wall of water* spell.
Spring
Spring is the spirit embodying clean, pure water and can help to heal even the gravest wounds. Whenever you use a spell of 1st level or higher for which you roll to determine an amount of hit points restored to a target, if Spring is set to you, roll an extra die of the same type and add it to the total restored.
Unleash Spring. As an action, you can unleash Spring to cause magical healing water to sprinkle down from the air around you. Choose any number of creatures you can see within 15 feet of you, then roll 2d4, plus an additional 1d4 for each additional djinni you unleash alongside Spring. The result is the number of hit points you can restore, which are divided up as evenly as possible among the creatures you chose (you choose which creatures receive more healing if it can't be divided equally). This feature can't restore hit points to an undead or construct.
Healing Word. You can spend 2 PP to cast the healing word spell.
Aura of Vitality. You can spend 5 PP to cast the aura of vitality spell.
Venus Djinn
The Venus djinn embody aspects of plants, minerals, and life and death and are aligned with the Earth element.
Echo
Echo is a spirit of echoing canyons, with the weight of a mountain behind its attacks. While Echo is set to you, you adopt the Great Weapon Fighting Fighting Style.
Unleash Echo. As a bonus action immediately after you hit with a melee weapon attack, you can make an additional attack against the same target with the same weapon. You gain a bonus to the attack and damage rolls of this attack equal to the number of additional djinni you unleash alongside Echo.
Reverberating Blow. When you hit with a melee weapon attack, you can expend 5 PP to deal force damage to the target. The extra damage is 4d8, plus an additional 1d8 if the target is an object or construct.
Odyssey. You can spend 7 PP to cast the flame strike spell. When you cast flame strike in this way, all the damage becomes force damage and the spell takes the form of a massive sword that drops down on the location you specify, flanked by four smaller swords.
Flint
Flint is the spirit of rocks that are sharp as knives. While Flint is set to you, you adopt the Dueling Fighting Style.
Unleash Flint. When you hit with a melee weapon attack, you can unleash Flint to deal force damage to the target. The extra damage is 2d6, plus an additional 1d6 if the target is an object or construct. This damage increases by a further 1d6 for each additional djinni you unleash alongside Flint.
Mighty Cleave. When you hit with a melee weapon attack, you can expend 2 PP to deal force damage to the target. The extra damage is 2d8, plus an additional 1d8 if the target is an object or construct.
Ragnarok. You can spend 5 PP to cast the lightning bolt spell. When you cast lightning bolt in this way, it deals force damage instead of lightning damage, takes the form of a 10-foot-long sword of pure force that travels from you along the length of the spell's area (instead of a lightning bolt), and doesn't ignite flammable objects.
Hemlock
Hemlock is the spirit of deadly plants and potent curses. While Hemlock is set to you, you have advantage on saving throws against poison and resistance to poison damage.
Unleash Hemlock. As a bonus action, you can unleash Hemlock to cast the hex spell without expending PP. For this casting of hex, in order to move the curse to a new target after the initial one drops to 0 hit points, you must unleash an additional djinni alongisde your bonus action (doing so counts as unleashing it alongside Hemlock).
Hex. You can spend 2 PP to cast the hex spell.
Bestow Curse. You can spend 5 PP to cast the bestow curse spell.
Magnet
Magnet is the spirit of naturally-occuring magnetic fields and uses them to hold foes in place. While Magnet is set to you, you can use your action to cast the shocking grasp cantrip.
Unleash Magnet. As an action, you can unleash Magnet to attempt to immobilize a creature you can see within 15 feet. You can choose an additional creature you can see within 10 feet of the initial target for each additional djinni you unleash alongside Magnet. The targets must each succeed on a Constitution saving throw or be stunned until the end of their next turn. A target with resistance or immunity to lightning damage has advantage on its saving throw.
Magnetic Hold. You can spend 3 PP to cast the hold person spell. This casting of hold person forces the target to make Constitution saving throws instead of Wisdom saving throws to resist or end its effects, and a target with resistance or immunity to lightning damage has advantage on its saving throws.
Greater Magnetic Hold. You can spend 6 PP to cast the hold person spell at 4th level. This casting of hold person forces the targets to make Constitution saving throws instead of Wisdom saving throws to resist or end its effects, and targets with resistance or immunity to lightning damage have advantage on their saving throws.
Mud
Mud is the spirit of soft earth and muddy waters. While Mud is set to you, you can use your action to cast the mold earth* cantrip.
Unleash Mud. When you hit a creature with a weapon attack, you can unleash Mud to deal an additional 2d4 bludgeoning damage to the target as it is encased in hardening mud. This damage increases by 1d4 for each additional djinni you unleash alongside Mud. The target must also succeed on a Strength saving throw or be restrained until the end of its next turn.
Meld into Stone. You can spend 5 PP to cast the meld into stone spell.
Transmute Rock. You can spend 7 PP to cast the transmute rock* spell.
Vine
Vine is the spirit of seeds and growth. While Vine is set to you, you can use your action to cast the thorn whip cantrip.
Unleash Vine. As an action, you can unleash Vine to cast the entangle spell without expending PP. This casting of entangle ends at the start of each of your turns unless you immediately unleash an additinoal djinni at the start of that turn (doing so counts as unleashing it alongside Vine).
Growth. As an action, you can spend 2 PP to accelerate the growth rate of an area of natural vegetation you can see. The area you choose must be within 30 feet of you and it must fit within a 5-foot-by-5-foot square. A thick vine erupts out from the vegetation towards a creature or surface you can see, traveling no more than 30 feet from its point of origin along a path you can see (the path doesn't need to be direct).
If you chose a creature and the vine can reach it, make a ranged spell attack roll against it. If you hit, the creature takes 2d6 bludgeoning damage and must succeed on a Strength saving throw or be restrained by the vine until the end of its next turn, or until it uses an action to break free.
If you chose a surface and the vine can reach it, it firmly mounts itself on that surface with a natural adhesive, forming a sturdy, continuous vine connecting the surface to the vegetation. The vine can be climbed as easily as a ladder and supports up to 500 pounds at a time without breaking. It deteriorates instantly after 1 minute, or if it breaks.
If you chose either option but the vine didn't reach its destination, it functions as if you had chosen a surface, adhering to any surface the far end is in contact with, if any. A vine that isn't adhered to a surface can only support 250 pounds at a time without breaking.
Plant Growth. You can spend 5 PP to cast the plant growth spell.
Summonable Spirits
This section contains information on each of the summonable spirits you can select from. You may only choose spirits for which you are able to pay the summon cost with your current djinn (including any djinn you gain at the same level as the spirit).
Many spirits grant access to spells. Spells marked with an asterisk (*) are found in Xanathar's Guide to Everything. Those marked with two (**) are found in the Sword Coast Adventurer's Guide. All other spells can be found in the Player's Handbook.
Standard Spirits
Anubis
Summon Cost: 2 Venus, 1 any
You cast the speak with dead spell.
Arohirohi
Summon Cost: 2 Mars, 1 any
You cast the major image spell.
Atalanta
Summon Cost: 2 Jupiter, 1 any
You cast the conjure barrage spell.
Bacchus
Summon Cost: 2 Jupiter, 2 any
You cast the charm monster* spell.
Boreas
Summon Cost: 3 Mercury, 2 any
You cast the cone of cold spell.
Cybele
Summon Cost: 2 Venus, 2 any
You cast the grasping vine spell.
Flora
Summon Cost: 1 Jupiter
You cast the sleep spell.
Icarus
Summon Cost: 1 Jupiter, 1 any
You cast the earthbind* spell.
Ixtlilton
Summon Cost: 1 Mercury, 1 any
You cast the lesser restoration spell.
Judgment
Summon Cost: 3 Venus, 2 any
The semitransparent image of a Huge warrior with angelic wings in full plate appears in your space, holding a sword in one hand and with a cannon decorated as a lion for its other hand. You cast the destructive wave spell as the warrior flies up and fires an illusory bolt of energy out of its cannon onto your space. For this casting of the spell, the thunder damage is replaced with force damage and the second damage type is always radiant damage.
Jupiter
Summon Cost: 1 Jupiter, up to 4 any
Orbs of violet light swirl around you. Choose a spell you know of 1st or higher that appears on the Adept Spells (All Adepts) or Jupiter Spells lists and is of a level less than or equal to the number of Jupiter djinn you used to summon Jupiter. You cast that spell as if with a spell slot equal in level to the total number of djinn you used to summon Jupiter. Summoning Jupiter uses the same type of action as the spell you are casting with it, or longer if that spell has a longer casting time.
For example, if you use 2 Jupiter djinn and 1 Mercury djinni to summon Jupiter, you can choose a spell of 1st or 2nd level and cast it at 3rd level.
Kirin
Summon Cost: 1 Mars, 1 any
You cast the Aganazzar's scorcher* spell.
Mars
Summon Cost: 1 Mars, up to 4 any
Orbs of reddish light swirl around you. Choose a spell you know of 1st or higher that appears on the Adept Spells (All Adepts) or Mars Spells lists and is of a level less than or equal to the number of Mars djinn you used to summon Mars. You cast that spell as if with a spell slot equal in level to the total number of djinn you used to summon Mars. Summoning Mars uses the same type of action as the spell you are casting with it, or longer if that spell has a longer casting time.
For example, if you use 2 Mars djinn and 1 Jupiter djinni to summon Mars, you can choose a spell of 1st or 2nd level and cast it at 3rd level.
Megaera
Summon Cost: 3 Mars, 2 any
You cast the holy weapon* spell.
Mercury
Summon Cost: 1 Mercury, up to 4 any
Orbs of blue light swirl around you. Choose a spell you know of 1st or higher that appears on the Adept Spells (All Adepts) or Mercury Spells lists and is of a level less than or equal to the number of Mercury djinn you used to summon Mercury. You cast that spell as if with a spell slot equal in level to the total number of djinn you used to summon Mercury. Summoning Mercury uses the same type of action as the spell you are casting with it, or longer if that spell has a longer casting time.
Mercury (continued from previous page)
For example, if you use 2 Mercury djinn and 1 Venus djinni to summon Mercury, you can choose a spell of 1st or 2nd level and cast it at 3rd level.
Moloch
Summon Cost: 2 Mercury, 1 any
You cast the sleet storm spell.
Nereid
Summon Cost: 2 Mercury, 2 any
You cast the watery sphere* spell.
Nergal
Summon Cost: 1 Mars
You cast the hellish rebuke spell.
Pomona
Summon Cost: 1 Venus
You cast the goodberry spell.
Procne
Summon Cost: 3 Jupiter, 2 any
You cast the conjure volley spell.
Ramses
Summon Cost: 1 Venus, 1 any
You cast the Maximilian's earthen grasp* spell.
Siren
Summon Cost: 1 Mercury
You cast the command spell.
Venus
Summon Cost: 1 Venus, up to 4 any
Orbs of yellowish-orange light swirl around you. Choose a spell you know of 1st or higher that appears on the Adept Spells (All Adepts) or Venus Spells lists and is of a level less than or equal to the number of Venus djinn you used to summon Venus. You cast that spell as if with a spell slot equal in level to the total number of djinn you used to summon Venus. Summoning Venus uses the same type of action as the spell you are casting with it, or longer if that spell has a longer casting time.
For example, if you use 2 Venus djinn and 1 Mars djinni to summon Venus, you can choose a spell of 1st or 2nd level and cast it at 3rd level.
Vulcan
Summon Cost: 2 Mars, 2 any
You cast the fire shield spell.
Secret Spirits
Haures
Summon Cost: 3 Venus, 3 any
The semitransparent image of a Large catlike blue demon with massive claws appears in your space. You cast the harm spell as the demon lunges forward and slashes at the target.
Heracles
Summon Cost: 3 Mars, 3 any
The semitransparent image of a Medium human outfitted for battle appears in your space. You cast the Tenser's transformation* spell.
Thor
Summon Cost: 3 Jupiter, 3 any
The semitransparent image of a Large bearded human male wearing a horned helmet and carrying an ornate maul appears in your space. You cast the chain lightning spell.
The Wise One
Summon Cost: 6 any
The semitransparent image of a Medium spherical boulder with a single eye in its center appears floating just above you. Choose any standard spirit and summon it, ignoring its cost. The illusory sensory effect of that summon does not occur unless it is a part of a spell you cast with that summon. Summoning the Wise One uses the same type of action as the spirit you are summoning with it.
If the effect of the spirit chosen changes based on the djinn used to summon it, you can choose to have the djinn used be treated as either the minimum requirement for its summoning (with all "any" djinn treated as having no element) or as any subset of the djinn you used to summon the Wise One that could pay that spirit's summon cost.
Yuki-onna
Summon Cost: 3 Mercury, 3 any
The semitransparent image of a Medium female humanoid in elegant dress appears in your space. You cast the wall of ice spell.
Ancient Spirits
Aeolus
Summon Cost: 4 Jupiter, 3 any
The semitransparent image of a Large human head appears above your head. You cast the whirlwind* spell as the head breathes powerful winds in the direction of the spell's target.
Coatlicue
Summon Cost: 4 Mercury, 3 any
Summoning Coatlicue takes 1 minute as you prepare to cast the regenerate spell, following the normal rules for spells with casting times longer than an action. When the spell is cast, two illusory serpentine strands of water coil down your arm and enter the target's body.
Heimdallr
Summon Cost: 7 any
You cast the teleport spell. All targets of the spell are enveloped by shimmering, multicolored light as they vanish and reappear.
Meteor
Summon Cost: 4 Mars, 3 any
Illusory stars appear in the air behind you, and a constellation resembling a Large human warrior is traced among them. You cast the fire storm spell as illusory balls of molten rock drop down on the areas affected by the spell.
Tartarus
Summon Cost: 4 Venus, 3 any
The semitransparent image of a Large hellhound appears in your space. You cast the power word pain* spell.
Legendary Spirits
Apollo
Summon Cost: 4 Mars, 4 any
The semitransparent image of a Large slender human man with a bow and single arrow appears in your space. You cast the sunburst spell as the man fires his arrow at the focal point of the spell.
Eclipse
Summon Cost: 4 Jupiter, 4 any
The semitransparent image of a Huge dragon appears in your space. You cast the illusory dragon* spell as the image flies to the space targeted by the spell.
Geb
Summon Cost: 4 Venus, 4 any
The semitransparent image of a Large coiled snake appears in your space. You cast the earthquake spell.
Hecate
Summon Cost: 8 any
The semitransparent images of three Medium human women appear in a circle around you, holding out their palms. You cast the antimagic field spell.
Neptune
Summon Cost: 4 Mercury, 4 any
The semitransparent image of a Gargantuan sperm whale appears floating in your space. You cast the tsunami spell.
Forbidden Spirits
Catastrophe
Summon Cost: 5 Jupiter, 4 any
The semitransparent image of a Huge warrior with batlike wings in full plate appears in your space, holding a massive sword. You cast the storm of vengeance spell as the the warrior points its sword in the direction of the spell's target area.
Charon
Summon Cost: 5 Venus, 4 any
You cast the power word kill spell. If the spell successfully kills its target, the image of a black void appears below it. The semitransparent image of a Medium hooded skeleton emerges from the void and pulls a semitransparent illusory copy of the target with it back into the void, which then vanishes.
Daedalus
Summon Cost: 5 Mars, 4 any
The semitransparent image of a Huge bronze humanoid construct appears in your space. You cast the meteor swarm spell as the construct unleashes a hail of missiles on the areas targeted by the spell.
Iris
Summon Cost: 5 Mercury, 4 any
The semitransparent image of a Huge humanoid woman, wearing vibrant robes and a rainbow veil, appears, hovering just above your head. You cast the mass heal spell.
Sol
Summon Cost: 9 any
An image of a Large orb of golden light appears above you, momentarily illuminating everything within 100 feet of you with brilliant light. Choose any one spell on the Adept Spells (All Elements), Jupiter Spells, Mars Spells, Mercury Spells, or Venus Spells lists and cast it at 9th level. This casting of the spell doesn't require any costly material components.
Adept Spell List
This section contains the list of spells you consult when you learn an adept spell. The list is divided up by the elements associated with the spells and further organized by spell level within each classification.
Spells marked with an asterisk (*) are found in Xanathar's Guide to Everything. Those marked with two (**) are found in the Sword Coast Adventurer's Guide. All other spells can be found in the Player's Handbook.
Adept Spells (All Elements)
The following spells are available to all adepts
Cantrips (0 Level)
- Guidance
- Mage Hand
- Thaumaturgy
- True Strike
1st Level
- Absorb Elements*
- Ceremony*
- Chromatic Orb
- Detect Magic
- Identify
- Mage Armor
2nd Level
- Enhance Ability
- Levitate
- Magic Weapon
3rd Level
- Dispel Magic
- Elemental Weapon
- Glyph of Warding
- Protection from Energy
4th Level
- Conjure Minor Elementals
- Elemental Bane
- Otiluke’s Resilient Sphere
5th Level
- Commune with Nature
- Conjure Elemental
- Skill Empowerment*
- Telekinesis
- Teleportation Circle
Jupiter Spells
The following spells are added to the adept spell list for you if you chose Wind as your primary element.
Cantrips (0 Level)
- Booming Blade**
- Gust*
- Lightning Lure**
- Message
- Resistance
- Shocking Grasp
- Thunderclap*
1st Level
- Bane
- Bless
- Charm Person
- Feather Fall
- Fog Cloud
- Guiding Bolt
- Healing Word
- Jump
- Sleep
- Thunderwave
- Witch Bolt
- Zephyr Strike*
2nd Level
- Augury
- Blindness/Deafness
- Darkvision
- Detect Thoughts
- Enthrall
- Find Traps
- Gust of Wind
- Locate Object
- Ray of Enfeeblement
- See Invisibility
- Shatter
- Silence
- Skywrite*
- Warding Wind*
- Zone of Truth
3rd Level
- Call Lightning
- Counterspell
- Crusader’s Mantle
- Fly
- Hypnotic Pattern
- Lightning Arrow
- Lightning Bolt
- Mass Healing Word
- Sending
- Slow
- Thunder Step
- Wind Wall
4th Level
- Charm Monster*
- Divination
- Freedom of Movement
- Storm Sphere
5th Level
- Circle of Power
- Control Winds*
- Modify Memory
- Rary’s Telepathic Bond
- Steel Wind Strike*
Mars Spells
The following spells are added to the adept spell list for you if you chose Fire as your primary element.
Cantrips (0 Level)
- Blade Ward
- Control Flames*
- Create Bonfire*
- Fire Bolt
- Green-Flame Blade**
- Produce Flame
- Sacred Flame
- Word of Radiance*
1st Level
- Burning Hands
- Color Spray
- Divine Favor
- Guiding Bolt
- Healing Word
- Hellish Rebuke
- Sanctuary
- Searing Smite
- Shield of Faith
- Thunderous Smite
- Wrathful Smite
2nd Level
- Aganazzar’s Scorcher*
- Branding Smite
- Continual Flame
- Flame Blade
- Flaming Sphere
- Heat Metal
- Pyrotechnics*
- Scorching Ray
- Shatter
3rd Level
- Aura of Vitality
- Blinding Smite
- Daylight
- Fireball
- Flame Arrows*
- Melf’s Minute Meteors*
- Spirit Guardians
4th Level
- Fire Shield
- Sickening Radiance*
- Staggering Smite
- Wall of Fire
5th Level
- Dawn*
- Destructive Wave
- Flame Strike
- Holy Weapon*
- Immolation*
Mercury Spells
The following spells are added to the adept spell list for you if you chose Water as your primary element.
Cantrips (0 Level)
- Frostbite*
- Mending
- Ray of Frost
- Shape Water*
- Spare the Dying
1st Level
- Armor of Agathys
- Create or Destroy Water
- Cure Wounds
- Detect Poison and Disease
- Grease
- Healing Word
- Heroism
- Ice Knife*
- Purify Food and Drink
2nd Level
- Augury
- Calm Emotions
- Detect Thoughts
- Gentle Repose
- Healing Spirit*
- Invisibility
- Lesser Restoration
- Misty Step
- Nondetection
- Nystul’s Magic Aura
- Pass without Trace
- Prayer of Healing
- Protection from Poison
- Snilloc’s Snowball Swarm*
3rd Level
- Aura of Vitality
- Beacon of Hope
- Mass Healing Word
- Remove Curse
- Sleet Storm
- Tidal Wave*
- Wall of Water*
- Water Breathing
- Water Walk
4th Level
- Aura of Life
- Aura of Purity
- Control Water
- Death Ward
- Divination
- Greater Invisibility
- Ice Storm
- Watery Sphere*
5th Level
- Cone of Cold
- Greater Restoration
- Maelstrom*
- Mass Cure Wounds
- Raise Dead
Venus Spells
The following spells are added to the adept spell list for you if you chose Earth as your primary element.
Cantrips (0 Level)
- Chill Touch
- Druidcraft
- Magic Stone*
- Mold Earth*
- Poison Spray
- Thorn Whip
1st Level
- Cure Wounds
- Earth Tremor*
- Ensnaring Strike
- Entangle
- Goodberry
- Hail of Thorns
- Hex
- Ray of Sickness
2nd Level
- Barkskin
- Cordon of Arrows
- Darkvision
- Dust Devil*
- Earthbind*
- Find Traps
- Locate Animals and Plants
- Maximilian’s Earthen Grasp*
- See Invisibility
- Spike Growth
3rd Level
- Animate Dead
- Bestow Curse
- Erupting Earth*
- Feign Death
- Meld into Stone
- Plant Growth
- Revivify
- Speak with Plants
- Stinking Cloud
- Wall of Sand*
4th Level
- Blight
- Grasping Vine
- Guardian of Nature*
- Stone Shape
- Stoneskin
5th Level
- Cloudkill
- Contagion
- Danse Macabre*
- Destructive Wave
- Transmute Rock*
- Tree Stride
- Wall of Stone
- Wrath of Nature*