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## Expanded Elemental Spells When it comes to choosing elemental spells in D&D 5e, you're kinda screwed for choices if you want be using anything other than fire. Here I present more options, for those don't want to burn the world.
#### Acid Dart *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous A small dart of emerald green acid fires from the tip of your outstretched finger. Make a ranged spell attack against a target within range. On a hit, the target takes 2d4 acid damage, or half as much damage on a miss. This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). ***Classes:*** *Artificer, Druid, Sorcerer, Warlock, Wizard* #### Acidic Orb *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (mushroom powder and the stomach of a cane toad) - **Duration:** Concentration, up to 1 minute A 5-foot-diameter sphere of emerald green acid appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 3d4 acid damage on a failed save and an additional 1d4 acid damage at the end of its next turn, or half as much initial damage and no subsequent damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ***Classes:*** *Artificer, Druid, Sorcerer, Wizard* \columnbreak #### Adder's Fangs *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a pair of snake fangs) - **Duration:** Instantaneous You create the visage of a massive green snake that appears for an instant before bearing down on your foe. Choose a creature within range. The target must make a Constitution saving throw, taking 4d10 poison damage on a failure, or half as much damage on a successful one. A creature that fails its saving throw is also poisoned, and its speed is halved while poisoned by this spell. At the end of each of its turns, a target may make a Constitution saving throw, ending the poison on a success. Otheriwse, the poison lasts for 1 minute. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd. ***Classes:*** *Druid, Ranger, Sorcerer, Warlock* #### Arantov's Frozen Gale *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S, M (shards of ice) - **Duration:** Instantaneous You unleash a rush of gale wind and ice. Each creature in a 30-foot cone must make a Constitution saving throw, taking 6d6 cold damage on a failure, or half as much on a successful one. A creature that fails its saving throw has its speed reduced by half until the end of its next turn, as ice clings to its body. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage of this spell increases by 1d6 for each spell level above 3rd. ***Classes:*** *Druid, Sorcerer, Wizard* \pagebreak #### Ball Lightning *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (powdered copper and a magnetic sphere) - **Duration:** Concentration, up to 1 minute A 5-foot-diameter ball of lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. **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. ***Classes:*** *Artificer, Druid, Sorcerer, Wizard* #### Booming Shot *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a ranged weapon worth at least 1 sp) - **Duration:** 1 round You imbue the weapon used in the spell’s casting with thunderous energy and make a ranged attack with it against one creature within its range. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d4 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d4 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d4. Both damage rolls increase by 1d8 at 11th level (2d4 and 3d4) and again at 17th level (3d4 and 4d4). ***Classes:*** *Artificer, Sorcerer, Warlock, Wizard* #### Corroding Ray *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You point at a creature within range, and a beam of emerald green acid streaks towards them. Make a ranged spell attack. On a hit, the target takes 3d8 acid damage. **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. ***Classes:*** *Artificer, Sorcerer, Wizard* #### Flaming Shot *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a ranged weapon worth at least 1 sp) - **Duration:** Instantaneous You imbue the weapon used in the spell’s casting with flame and make a ranged attack with it against one creature within its range. On a hit, the target suffers the weapon attack’s normal effects and you can cause fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d4 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d4 + your spellcasting ability modifier. Both damage rolls increase by 1d4 at 11th level (2d4 and 2d4) and 17th level (3d4 and 3d4). ***Classes:*** *Artificer, Sorcerer, Warlock, Wizard* #### Ice Fan *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (three ice shards) - **Duration:** Instantaneous You launch your shards of ice at 3 points within range, where they explode. Each creature within a 10-foot radius of those points must make a Constitution saving throw, taking 3d6 cold damage on a failure, or half as much damage on a successful one. A creature in the radius of multiple shards is affected only once. Alternatively, you can choose only 1 point, launching all 3 shards at it, dealing 9d6 cold damage on a failed save, or half as much damage on a successful one. ***Classes:*** *Druid, Sorcerer, Wizard* #### Investiture of Acid *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes For the duration, acid perpetually drips from your body, and you gain the following benefits: - You are immune to acid damage - Creatures within 5 feet of you that hit you with a melee attack take 1d10 acid damage - As an action, you may let forth a 30-foot long, 5-foot wide stream of acid. Creatures in that area must make a Dexterity saving throw or take 4d6 acid damage, or half as much on a success. Creatures that fail their save also have disadvantage on their next weapon attack, as the acid melts their weapons and armor. ***Classes:*** *Druid, Sorcerer, Warlock, Wizard* \pagebreak #### Investiture of Lightning *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes For the duration, lightning crackles and arcs off your body, and you gain the following benefits: - You are immune to lightning damage - Your walk speed becomes a hover speed - When a creature hits you with a melee attack, it takes 1d6 lightning damage - On each of your turns, as an action, you may create a beam of lightning 30-feet long and 5-feet wide. Each creature in that area must make a Dexterity saving throw or take 4d8 lightning damage. ***Classes:*** *Druid, Sorcerer, Warlock, Wizard* #### Investiture of Poison *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes For the duration, poison gasses spill from your pores, and you gain the following benefits: - You are immune to poison damage - Any creature that moves within 5 feet of you for the first time on its turn or starts its turn there must make a Constitution saving throw or have disadvantage on weapon attacks until the end of the turn. - As an action, you may create a 15 foot cube of poison gas centered on a point you can see within 60 feet. Each creature in that area must make a Constitution saving throw or take 4d10 poison damage, or half as much on a success. ***Classes:*** *Druid, Sorcerer, Warlock, Wizard* #### Noxious Spray *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You unleash a spray of noxious gasses on a target within range. Make a ranged spell attack. On a hit, the target takes 4d6 poison damage and must succeed on a Constitution saving throw or spend all of its next turn retching and heaving, unable to move or take actions. **At Higher Levels.** When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ***Classes:*** *Druid, Sorcerer, Warlock, Wizard* \columnbreak #### Poison Burst *Conjuration Cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a poisonous plant) - **Duration:** Instantaneous You cause a large bulb to grow at a point within range, before it bursts into a cloud of poisonous gas. Each creature within 5 feet of the plant must make a Constitution saving throw or take 1d8 poison damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ***Classes:*** *Druid, Sorcerer, Wizard* #### Poison Wave *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (20-foot radius) - **Components:** V, S, M (a vial of poison or venom, worth at least 50 gp) - **Duration:** Instantaneous A poisonous wave erupts from you, engulfing those close by. Each creature within the spell's radius must make a Constitution saving throw, taking 10d6 poison damage on a failure, or half as much damage on a successful one. A creature who fails their saving throw is also poisoned for 1 minute. **At Higher Levels.** When you cast this spell using a slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. ***Classes:*** *Druid, Sorcerer, Wizard* #### Splitting Shock *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You create a small arc of lightning between your hands and release it at a target within range. The target must make a Dexterity saving throw or take 1d6 lightning damage, and the lightning arcs to another target within 15 feet, forcing a Dexterity saving throw from that creature as well. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ***Classes:*** *Artificer, Druid, Sorcerer, Warlock, Wizard* \pagebreak #### Superconductor *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S - **Duration:** Instantaneous Lightning erupts out of your body, arcing towards your enemies. Creatures of your choice within the spell's radius must make a Dexterity saving throw, taking 12d6 lightning damage on a failure, or half as much damage on a successful one. A creature that fails its saving throw is also stunned until the end of its next turn. ***Classes:*** *Sorcerer* #### Thundering Pulse *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You create a painful sound and force targeted at a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 thunder damage and has disadvantage on Wisdom (Perception) checks relying on hearing until the end of its next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ***Classes:*** *Artificer, Sorcerer, Wizard* #### Thunderous Blast *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous A sudden thunderous boom, painfully intense, erupts from a point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also deafened for 1 minute, and can make a Constitution saving throw at the end of each of its turns to end this effect. Creatures made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. The noise this spell emits is audible out to 300 feet. **At Higher Levels.** When you cast this spell using a slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ***Classes:*** *Artificer, Bard, Sorcerer, Wizard* \columnbreak #### Venom Whip *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You lash at a creature within range with a whip made of poison. Make a melee spell attack. On a hit, the target takes 1d6 poison damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ***Classes:*** *Artificer, Druid, Sorcerer, Warlock, Wizard* #### Voltaic Outburst *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S, M (a small lattice of copper wire) - **Duration:** Instantaneous Lightning bursts from your body in deadly arcs, blasting anything around you. Creatures in the spell's area must make a Dexterity saving throw, taking 4d6 lightning damage on a failure, or half as much damage on a success. **At Higher Levels.** When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ***Classes:*** *Artificer, Druid, Sorcerer, Wizard* > ##### Superconductor and Voltaic Outburst > I had two different ideas for this spell, so I included both of them. Consider only using one of them in your game, or letting a character upgrade from Voltaic Outburst to Superconductor, either on level up, or via some other means.