Aeiroth Elemental Spell Compendium

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Gift of Fire

Origin Feat


You gain the following benefits.

Firey Spark. When you make a Charisma (Performance or Intimidation) check you can roll 1d4 and add the number rolled to the ability check.

Element's Boon. You have Resistance to Fire damage.

Fire Magic. You know the Produce Flame cantrip. When you reach character level 3, you also always have the spell Pyrotechnics prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

Spells of the Gift. If you have the Spellcasting or Pact Magic feature, the spells on the Gift of Fire Spells table are added to that feature’s spell list.

Gift of Fire Spells
Spell Level Spells
1 Burning Hands, Hellish Rebuke
2 Flaming Sphere, Scorching Ray
3 Ashardalon's Stride, Minute Meteors
4 Elemental Bane, Fire Wall
5 Conjure Elemental (Fire Only), Flame Strike

Gift of Air

Origin Feat


You gain the following benefits.

Gusting Movement. When you make a Dexterity (Acrobatics or Stealth) check you can roll 1d4 and add the number rolled to the ability check.

Element's Boon. You have Resistance to Thunder damage.

Wind Magic. You know the Gust cantrip. When you reach character level 3, you also always have the spell Gust of Wind prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

Spells of the Gift. If you have the Spellcasting or Pact Magic feature, the spells on the Gift of Air Spells table are added to that feature’s spell list.

Gift of Air Spells
Spell Level Spells
1 Fog Cloud, Wind Boost
2 Air Bubble, Zephyr Veil
3 Winds of Convergence, Wind Wall
4 Elemental Bane, Wind Tunnel
5 Conjure Elemental (Wind Only), Control Winds

Gift of Water

Origin Feat


You gain the following benefits.

Fluid Navigation. When you make a Wisdom (Survival) check or an ability check using Navigator’s Tools, you can roll 1d4 and add the number rolled to the ability check.

Element's Boon. You have Resistance to Cold damage.

Tidal Magic. You know the Shape Water cantrip. When you reach character level 3, you also always have the spell Create or Destroy Water prepared. You can cast it once at its base level without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

Spells of the Gift. If you have the Spellcasting or Pact Magic feature, the spells on the Gift of Water Spells table are added to that feature’s spell list.

Gift of Water Spells
Spell Level Spells
1 Cure Wounds, Downpour
2 Rime's Binding Ice, Ripple Surge
3 Tidal Wave, Wall of Water
4 Control Water, Elemental Bane
5 Conjure Elemental (Water Only), Maelstrom

Gift of Earth

Origin Feat


You gain the following benefits.

Stone's Strength. When you make a Strength (Athletics) check or a strength saving throw, you can roll 1d4 and add the number rolled to the roll.

Element's Boon. You have Resistance to Acid damage.

Tectonic Magic. You know the Mold Earth cantrip. When you reach character level 3, you also always have the spell Earthen Grasp prepared. You can cast it once at its base level without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

Spells of the Gift. If you have the Spellcasting or Pact Magic feature, the spells on the Gift of Water Spells table are added to that feature’s spell list.

Gift of Earth Spells
Spell Level Spells
1 Longstrider, Earth Tremor
2 Embrace the Earth, Seismic Upheaval
3 Erupting Earth, Meld Into Stone
4 Stone Shape, Elemental Bane
5 Conjure Elemental (Earth Only), Wall of Stone

Primordial Gift

General Feat (Prerequisite: Level 4+, Any Elemental Gift Feat)


You gain the following benefits.

Ability Score Increase. Increase the spellcasting ability score used by your Dragonmark feat by 1, to a maximum of 20.

Elemental Preparation. You always have the spells on your Gift feat’s Spells of the Gift list (if any) prepared.

Primal Spellcasting. You have one spell slot to cast the spells granted by your Elemental Gift feat. The spell slot’s level is one-half your level (round up), to a maximum of level 5. You regain the expended slot when you finish a Short or Long Rest. You can use this spell slot to cast only a spell that you have prepared because of your Elemental Gift feat or the Elemental Preparation benefit of this feat.

Volcanomancy: Fusion of Fire and Stone


Volcanomancers command the violent mixture of fire and earth, wielding lava as both weapon and warning. They tear open the ground beneath their enemies, unleashing molten fury in explosive waves. Face one unprepared, and the last thing you'll feel is the heat rising from below.

Concealing Ash

Evocation Cantrip

  • Classes: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You conjure a dense cloud of smoldering ash at a point within range. The smog fills a 5-foot cube, and it spreads around corners, heavily obscuring the area. The smoke persists for 1 round, creating a zone of concealment.

The smoke can be removed with a light breeze, such as the Gust of Wind spell.

The size of the cloud increases when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Lava Dart

Conjuration Cantrip

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a small burst of lava on a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage. Additionally, all creatures within 5 feet of the target, including the target, must make a dexterity saving throw or take 1d4 acid damage from the corrosive fumes release from the burst. This spell's fire damage increases by 1d6 and the fumes by 1d4 when you reach 5th level (2d6+2d4), 11th level (3d6+3d4), and 17th level (4d6+4d4)

Lava Lamp

Transmutation Cantrip

  • Classes: Artificer, Bard, Druid, Sorcerer
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You conjure a floating orb of glowing lava, shedding bright light in a 10-foot radius. As a bonus action, you can move the orb up to 20 feet. Any creature other than you that touches this orb takes 1d6 fire damage. The radius of light increases when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

Toxic Vent

Evocation Cantrip

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause the ground under a target to crack and release toxic, heated gasses. The target must succeed on a Constitution saving throw or take 1d8 fire damage. Additionally, creatures in a 5-foot radius around the target must make a Dexterity saving throw, taking 1d4 poison damage on a failed save, or half as much on a successful one. This spell's fire damage increases by 1d8 and poison damage increase by 1d4 when you reach 5th level (2d8+2d4), 11th level (3d8+3d4), and 17th level (4d8+4d4)

Obsidian Shield

1st level abjuration

  • Classes: Artificer, Cleric, Druid, Wizard, Sorcerer
  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Touch
  • Components: V, S, M (A small piece of obsidian)
  • Duration: Instantaneous

A brittle shield of obsidian forms in front of you, granting you temporary hit points equal to 1d4 + your spellcasting ability modifier. These temporary hit points absorb the damage from the triggering attack or magic missile spell.

If the temporary hp is fully consumed by the incoming attack, the shield shatters dealing 1d4 piercing to every creature within 5 feet of you.

At Higher Levels. The temporary hit points and shattering damage both increase by 1d4 for each slot level above 1st.

Pyroshrapnel

1st level Conjuration

  • Classes: Artificer, Druid, Ranger
  • Casting Time: 1 Action
  • Range: 45 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a field of smoldering coals and shards of obsidian in a 10-foot square within range. The area becomes difficult terrain, and any creature that starts its turn in the area or enters it for the first time on a turn must make a dexterity saving throw. On a failed save they take 1d4 fire damage and 1d4 piercing damage or half on a success. They also take 1d4 piercing for every 5 feet they move while in the spells area. Forced movement does not trigger this damage.

You can use your bonus action on subsequent turns to spread more stones onto up to 2 nearby 5-foot squares

At Higher Levels. The fire damage increases by 1d4 and the expanding area adds an additional 5-foot square for each slot level above 1st.

Boiling Earth

2nd level transmutation

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause lava to bubble forth in a 10-foot square you can see on the ground within range. Until the spell ends, the area of lava is difficult terrain. When a creature starts its turn in the area or enters the area for the first time on a turn, it must make a Constitution saving throw. It takes 3d4 fire damage on a failed saving throw, or half as much damage on a successful one. It also takes 2d4 fire for every 5 feet it moves through the lava.

Until the spell ends, you can use a bonus action on each of your turns to spread the lava across 1d4 + 1 connected 5-foot squares you can see on the ground, expanding the area. When the spell ends, the area returns to normal.

At Higher Levels. The spell's damage increases by 1d4 for each slot level above 2nd.

Magma Armor

2th level abjuration

  • Classes: Paladin, Ranger, Sorcerer, Wizard,
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround a willing target in swirling magma, granting them resistance to fire damage and a +2 bonus to AC. Additionally, any creature that attacks them with a melee attack or melee spell attack takes 1d6 fire damage, regardless of if they hit or miss.

Erupting Wave

3rd level evocation

  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a pinch of volcanic ash)
  • Duration: 1 round

You unleashing a torrent of molten rocks and ash in a 30-foot radius centered on yourself. Each creature in the area must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one.

The cinders linger until the start of your next turn dealing 2d4 fire damage to any target that starts its turn in the area.

At Higher Levels. The initial damage increases by 1d8 for each slot level above 3rd.

Mantle of Magma

3rd level evocation

  • Classes: Cleric, Paladin, Ranger
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a stone, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You hurl a glob of molten lava at a creature within range. Make a ranged spell attack against a target. On hit, the target takes 5d6 fire damage and becomes covered in molten lava. While the spell is active, the target takes 2d6 fire damage at the start of each of its turns. The target can use an action to cool off the molten lava and end the spell.

When the spell ends the target must make a Strength saving throw. On a failed save, the target's movement speed is reduced by 5 until the end of its next turn as the brittle stone hinders their movement.

At Higher Levels. The initial damage increases by 1d6 for each level above 3rd.

Lava Surge

4th level evocation

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Instantaneous

You launch a glob of lava at a target with great force. Make a ranged spell attack against a creature or object within range. On a hit, the target takes 4d8 fire damage. If the target has taken fire damage within the last round, the spell is considered a critical hit if it hits.

Volcanic Tremor

4th level evocation

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a semi-molten stone)
  • Duration: Concentration, up to 1 minute

You cause the ground to shake violently in 20-foot radius centered on a point you choose within range. Each creature in that area must make a Strength saving throw or be knocked prone and take 5d6 bludgeoning damage on a failed save. On a success it takes half damage and is not knocked prone. The area becomes difficult terrain as the ground becomes unstable and targets that start their turn there must make a Constitution saving throw or take 4d4 poison damage from the ash and fumes released, half on a success.

At Higher Levels. The bludgeoning damage increases by 1d6 and the poison damage by 1d4 for each slot level above 4th.

Molten Grasp

5th level transmutation

  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You churn the ground to form a searing, molten hand that can cling to a target within range. The target must succeed on a Dexterity saving throw or take 5d6 fire damage and be restrained. On a success they take half damage and are not restrained. While restrained, the target takes 2d6 fire damage at the start of each of its turns. As a bonus action on your subsequent turns, you can cause the hand to constrict the target. The target must make a strength saving throw. On a fail the hand deals an additional 1d6 fire damage and 1d6 bludgeoning damage, half on a success.

At Higher Levels. The initial damage increases by 1d6 for each slot level above 5th.

Inferno Nova

6th level evocation

  • Requirements: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a stone giant's calcified foot)
  • Duration: Instantaneous

You unleash a powerful eruption of intense heat and flame, engulfing everything within a 30-foot radius of you. Each creature, besides yourself, in that area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. The blast leaves the area scorched, creating a zone of intense heat and toxic fumes until the end of your next turn. Any creature, besides yourself, that enters this zone or starts its turn there takes 2d6 fire and 2d6 poison damage.

At Higher Levels. The initial damage increases by 1d6 for each slot level above 6th, and the damage from the poison increases by 1d6 for each slot level above 6th.

Caldera

7th level evocation

  • Classes: Druid, Wizard
  • Casting Time: 1 Action
  • Range: Self (100 ft line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a massive explosion in a 20-foot radius centered on a point you choose within range. All creatures in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The explosion creates a pool of liquefied earth in the affected area, acting as difficult terrain and dealing 2d6 fire damage to any creature that starts its turn there or enters the area for the first time.

As an action on your subsequent turns, you can choose a point within 30 feet of the center point of the caldera, causing it to erupt, sending a stream of magma toward that point. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. The initial explosion's damage increases by 1d8 for each slot level above 7th.

Eruption

9th level evocation

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a statuette of a light or forge domain god or a ruby worth 1000gp)
  • Duration: Concentration, up to 1 minute (10 Minutes)

You unleash the unbridled fury of a volcanic eruption at a point within range. A massive explosion engulfs a 60-foot radius centered on the targeted point. All creatures in the area must make a Dexterity saving throw or take 10d10 fire damage on a failed save, or half as much damage on a successful one. The explosion creates a pool of liquified earth in the affected area, dealing 3d6 fire damage to any creature that starts its turn there or enters the area for the first time.

As a bonus action on your subsequent turns you can cause the lava flow and to engulf targets within 5 feet of the pool, forcing them to make a constitution saving throw or take 4d6 fire damage and increases the radius of the pool by 5 feet.

The radius of the lava flow increases by 5 feet at the start of each of your turns, up to a maximum of a 100-foot radius, regardless if you're concentrating or not.

The flow lasts for 10 minutes before cooling and forming a field of solid stone.

Circle of The Caldera

Druids of the caldera revere the god of vulcanism, giving themselves unto the danger of an eruptiong volcano. They channel that power. Ancient. Primal. Dangerous. Being of the caldera is to show reverence to one of the most destructive events in the world and be ready to walk a path of elemental fury that few would dare to tread.

Circle Spells

Level Spells
3rd Boiling Earth, Magma Armor, Pyroshrapnel, Obsidian Shield
5th Erupting Wave, Mantle of Magma
7th Lava Surge, Volcanic Tremor
9th Molten Grasp, Cloudkill

Embody the Eruption

At 3rd level, you summon the primal magic of a volcanic eruption to protect you and melt your foes. As an action, you can expend a use of your Wild Shape feature to channel the tectonic force, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • You are resistent to fire and poison damage.
  • You add your wisdom modifier to the damage of any spell or class feature that deals fire, poison, or acid damage.
  • Your melee attacks deal an additional 1d6 fire damage.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Epicenter

At 6th level, the flames and tremors of the Eruption follow your every step. Whenever you cast a spell that deals fire damage of first level or higher choose an number of creatures up to your Wisdom modifier within 30 feet of you. Those creatures must make a Constitution saving throw or take 1d8 poison damage, halved on a success.

Volcanic Acclimation

Starting at 10th level you have become fully accustomed to the volcanic fumes of your home. You are permenanantly resistent to fire and poison damage, as well as you have advantage to resist the poisoned condition. Additionally, your Embody the Eruption feature instead grants resistance to bludgeoning, piercing, and slashing damage while active, instead of fire and poison.

Evoke the Eruption

At 14th level, your connection to the earth allows you to create a small caldera. As an action, you evoke an eruption in a 30-foot-radius, 40-foot-tall cylindar you can see within 120 feet of you. Stones will move willing creatures of your choice to an unoccupied space within 30 feet. Each creature remaining in the cylindar must succeed a Dexterity saving throw against your spell save DC or take 4d10 fire damage and be

Way of the Inferno

Nestled in the shadow of a towering volcano, a monastery stands as a beacon of serenity amidst the fiery chaos of the land. Here, monks devote themselves to the teachings of the Inferno, harnessing the primal power of flame to forge their bodies and minds into instruments of destruction and enlightenment. As disciples of the inferno, these monks wield the flames as weapons, imbuing their strikes with the scorching fury of the elements.

Lessons of the Inferno

Starting when you choose this tradition at 3rd level, you can use your focus to duplicate the effects of certain spells. As an action, you can spend 2 focus points to cast Aganazzar's Scorcher, Pyrotechnics, or Flaming Sphere, without providing material components. Additionally, you gain the Produce Flame cantrip if you don't already know it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of the spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and cast Flaming Sphere, you can spend 3 ki points to cast it as a 3rd-level spell.

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown below.

Spells Maximum Focus Points
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6

Hands of Flame

At 6th level, you harness your ability to produce fire to create a monk weapon you are proficient with. As a bonus action you can spend 1 focus point to produce a Monk Weapon of flame in your hand or 2 focus points to make a Monk Weapon in each hand, such as a pair of shortswords. These weapons instead use your wisdom modifier to calculate hit and damage rolls and deal an additional 1d4 fire damage. These weapons last so long as they are within 30 feet of you and you are conscious.


Starting at 8th evel you can expend an additional 1 ki points create the weapon(s) at a +1 to attack and damage rolls.


Starting at 13th level you can expend an additional 2 ki points create the weapon(s) at a +2 to attack and damage rolls.


Starting at 18th level you can expend an additional 3 ki points create the weapon(s) at a +3 to attack and damage rolls.

Firey Soul

Starting at 11th level, you can control flames to propell yourself. You can use your ki to duplicate additional spells. You can spend 3 ki points to cast Aschardalon's Stride or Fly. While under the effect of these spells your unarmed strikes deal an additional 1d4 fire damage and you may also hurl fire using Produce Flame as a bonus action or as part of casting the spell.

Embrace the Inferno

At 17th level, you have mastered the manipulation of fire to an unparalleled degree. You gain the ability to channel your focus into devastating bursts of flame that engulf your foes.

As an action, you can spend 5 focus points to unleash the Inferno Wave. You extend your arms outward, releasing a torrent of searing flames in a 30-foot cone in front of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage, or half as much damage on a successful one.

Additionally, any creature that fails the saving throw is set ablaze, taking 1d6 fire damage at the start of each of its turns for 1 minute, or until it uses an action to douse the flames.

Once you use this feature, you can't use it again until you finish a long rest.

Volcanic Bloodline

Those with a volcanic bloodline emobody the elements themselves. Magma proverbially flows through their veins, the fire springs from the palm of their hands, and the smog that would suffocate others moves effortlessly in and out of their lungs. They are an embodiment of the strength and resiliance of the molten earth that flows underneath everyone.

Volcanic

Level Spells
3rd Burning Hands, Pyroshrapnel, Lava Dart, Scorching Ray, Flaming Sphere
5th Stinking Cloud, Molten Wave
7th Wall of Fire, Lava Surge
9th Conjure Elemental (Earth or Fire only), Cloudkill

Obsidian Resiliance

When you choose this subclass at 3rd level, calderas and lava flows are among the places you call home and the heat and acrid fumes do little to bother you. You become resistant to fire damage if you are not already. Additionally, at the start of each day you can perform a short ritual to reacclimate yourself to the toxic and corrosive fumes of volcanic fields and grant yourself resistance to your choice of either poison or acid damage. This lasts until you complete a long rest.

Tectonic Expert

Also at 3rd level, your acclimation to extreme temperatures provides immunity to the effects of extremely hot climates and grants you proficiency in the Nature skill. If you were already proficient in the Nature skill, you gain a proficiency of your choice from those available to Sorcerer.

Sulferous Infusion

Starting at 6th level, the toxic fumes of an eruption weave themselves with the heat of your casting. When you deal fire damage with a spell you add damage equal to your charisma modifier to the spell. This damage's type matches the type you are acclimated to by your Obsidian Resliance feature, ignores resistances and immunities are instead treated as resistances. This damage is only applied once a turn.

Additionally if a target is resistant to fire damage you deal to them you can choose to expend 1 sorcery point to ignore that resistance or treat an immunity as resistance. Starting at 10th level you no longer need to expend a sorcery point to ignore resistances and immunity.

Molten Path

Starting at 14th level, the heat coursing through you leaves the ground scorched and burned wherever you step. You learn Ashardalon's Stride if you didn't already know it. If you already knew Ashardalon's Stride you may pick a spell of your choice from the sorcerer spell list.

Additionally, you can cast Ashardalon's Stride at its base level without expending a spellslot and regain the ability to do this when you complete a short or long rest.

Avatar of Vulcanism

Starting at 18th level, you have become an avatar of vulcanism capable of churning raw earth into sweltering lava flows. You become resistant to fire damage and can choose to apply that as your sulverous infusion. Additionally, as an action you can expend 3 sorcery points to cause a violent eruption at a point you can see within 90 feet of you. The eruptions size and intensity increase with the number of sorcery points expended, up to a maximim of 3 additional sorcery points. This counts as a leveled spell for the purpose of applying Sulferous Infusion.

This eruption deals 3d10 fire damage and 3d10 bludgeoning damage on a failed constitution saving throw, halved on a success. Each additional sorcery point adds 5 feet to the radius and 1d10 fire damage. You must complete a long rest before using this feature again.

Terramancy: The Stoneborn Discipline


Thoom. Thoom. THOOM!! A terramancer practicing their magics, the ground for miles tremoring with every flick of their wrist. Earthquakes, landslides, and massive spires of earth- clear signs of grand and destructive practice. Terramancy is the art of changing the very stones of the world, transforming the simple rocks we take for granite to a force ready to level entire landscapes.

Earthen Armament

Transmutation Cantrip

  • Classes: Artificer, Druid
  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Instantaneous

You use your magic to gather loose earth, such as gravel, sand, or non-igneous stone, forming it into a weapon of your choice (such as a sword, axe, or mace) in your hand. This weapon deals 1d8 bludgeoning, piercing, or slashing damage (depending on the weapon you choose) and uses your spellcasting modifier for attack and damage rolls. The weapon lasts for 1 minute or until you dismiss it (no action required). The weapon’s damage increases when you reach certain levels: 5th level (1d10), 11th level (1d12), and 17th level (2d6).

Earthen Pillar

transmutation Cantrip

  • Classes: Druid, Wizard, Sorcerer
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour

While standing on solid earth, you stomp your foot into the ground, causing a 5-foot cube pillar of stone, dirt, sand, or gravel to rise from the ground at a point within range. This pillar remains for up to 1 hour, after which it sinks back into the earth. As an action, you can launch the pillar at a target within 15 feet of it, making a ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. The spell’s damage increases when you reach certain levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Sandblast

Evocation Cantrip

  • Classes: Druid, Warlock, Wizard, Sorcerer
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of sand, which the spell consumes)
  • Duration: Instantaneous

You hurl a small ball of sand at a point you can see within range. The ball explodes in a 5-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Earthen Spike

Transmutation 1

  • Classes: Druid, Ranger, Warlock, Wizard, Sorcerer
  • Casting Time: 1 reaction, which you take when a creature within 60 feet of you falls prone
  • Range: 30 feet
  • Components: V, S, M (a handful of sand, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You create a spike of earth beneath a prone creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage. The creature takes half damage on a success. For the duration of the spell, you may use your reaction to trigger the same effect whenever a creature falls prone within range.

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.

Embrace the Earth

Divination 2

  • Classes: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 1 hour

You gain the ability to sense vibrations in the ground, granting you tremorsense with a range of 60 feet for the duration. This ability allows you to detect and locate creatures and objects in contact with the ground within the specified range, even if you cannot see them.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the range of tremorsense increases by 10 feet for each slot level above 2nd.

Seismic Upheaval

Evocation 2

  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: instantaneous

You cause a sudden upheaval of earth in a 5-foot-radius area centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 force damage and, if they are large or smaller, are launched 10 feet into the air, landing in a random location up to 10 feet away, determined by the Dungeon Master. On a successful save, a creature takes half damage and is not moved.

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.

Sandstorm

Conjuration 3

  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A handful of sand, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You whip up a swirling storm of sand in a 20-foot-radius sphere, using either sand present in the environment or the material component of the spell, centered on a point within range. The area is heavily obscured and any creature that enters the area for the first time or starts its turn there takes 1d8 slashing damage from the abrasive sand particles.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sandstorm increases by 5 feet for each slot level above 3rd.

Seismic Slip

Transmutation 3

  • Classes: Artificer, Druid, Ranger, Sorcerer
  • Casting Time: 1 reaction, which you take when a creature within 60 feet of you makes a weapon attack
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You cause the ground beneath a creature to momentarily shift, imposing disadvantage on its weapon attack roll. If the attack misses, the creature takes 1d6 bludgeoning damage and falls prone. You may use this when they roll, but not after you know the result.

Pebble Strike

Transmutation 4

  • Classes: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small pebble, which the spell consumes)
  • Duration: Instantaneous

You take a small pebble and launch it towards the target to strike them on the forehead. Make a ranged spell attack. On a hit the target takes 3d8 bludgeoning damage and must make a constitution saving throw. On a failed save the target is stunned until the end of their next turn. On a success they are not stunned.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Fissure

Evocation 5

  • Classes: Druid, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (100-foot)
  • Components: V, S, M (a small piece of cracked stone)
  • Duration: Instantaneous

You cause the ground in a 100-foot long 5-foot wide line originating from you, to open up into a 60 foot deep crack in the earth. Any creature standing on this line must make a Dexterity saving throw. On a failed save, a creature falls to the bottom of the fissure. On a successful save, the creature avoids falling but is moved 5 feet to the nearest safe location and has their movement speed reduced by 10 feet until the end of their next turn.

Rockslide

Transmutation 6

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a chunk of stone or earth)
  • Duration: Instantaneous

You harness the power of the earth, gathering a massive amount of stone, dirt, and debris from one location and dropping it onto another. Choose a point within range. A 10-foot-radius, 20-foot-high cylinder of earth and stone gathers above the chosen point and crashes down. Each creature in the area must make a Dexterity saving throw.

On a failed save, a creature takes 8d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. The area affected by the rockslide becomes difficult terrain until it is cleared, which requires at least 1 hour of work.

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.

Earthshaker Fighter Archetype

In the heat of combat, amidst the clanging steel and roaring battle cries, a warrior emerges thrusts their maul into stone, causing the ground to erupt under their foe. Each swing is precise and deadly, weaving together the might of stone and steel to unleash a flurry of blows leaving the battlefield around them as unrecognizable as the poor soul who crossed their weapon. The Earthshaker is a master of the martial arts who melds the raw power of earth and weapon into a deadly dance of destruction.

Earthshaker Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Primal Elementalist

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spellcasting Ability

Wisdom is your spellcasting ability for your Earthshaker spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Cantrips

You learn Mold Earth and two cantrips of your choice from the Earthshaker spell list. You learn an additional Earthshaker cantrip of your choice at 10th level.

Spell Slots

The Earthshaker Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Earthshaker spells of your choice.

The Spells Known column of the Earthshaker Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the Earthshaker spell list, and must be of a level for which you have spell slots.

Whenever you gain a level in fighter, you can replace one of the spells you know with another spell of your choice from the Earthshaker spell list.

Hands of Stone

Starting at 3rd level, you can quickly sling chunks of earth when you attack. When you take the attack action or cast a cantrip you can use your bonus action to make a melee spell attack, sending a small chunk of earth at a target within 10 ft. of you, dealing 1d8 + your wisdom modifier in bludgeoning damage. The range increases to 15 ft. at 10th level and 30 ft. at 15th level.

Seismic Strike

Starting at 7th level, you stir up the earth with your attacks, able to strike with elemental force. When you take the attack action on your turn you may replace one of your attacks with the casting of a cantrip.

Seismic Sense

Starting at 10th level, you become able to literally feel the world around you, enough where you can even faintly feel the heartbeat of nearby creatures. You gain tremorsense to a range of 30 feet. While under this tremorsense you can expend a spell slot of first level or higher to grant yourself advantage on an insight check to determine if a target is trying to decieve or hide information from you.

Stone Surge

Starting at 15th level, pushing past your normal limits extends to your control over the elements. Whenever you use your Action Surge you gain an extra use of Hands of Stone as a free action.

Additionally, when you take the dash action you ignore the effects of difficult terrain.

Improved Seismic Strike and Sense

Starting at 18th level, your connection with the earth reaches its peak. You can replace one of your attacks with a cantrip or spell of 1st level. Additionally your Seismec Sense range increases to 45 feet.

Elemental Blast

Evocation Cantrip

  • Classes: Bard, Cleric Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You form a ball of energy and hurl it at a target. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 damage of a type determined by rolling a d6. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Earthen Armamant
  • Earthen Pillar
  • Elemental Blast
  • Magic Stone
  • Resistance
  • Sandblast
  • True Strike
1st Level
  • Catapult
  • Earthen Spike
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Jump (on earthen ground only)
  • Longstrider (on earthen ground only)
2nd Level
  • Cloud of Daggers (Stone shards instead of daggers)
  • Dust Devil
  • Earthbind
  • Embrace the Earth
  • Maximilian's Earthen Grasp
  • Seismic Upheaval
  • Spike Growth
3rd Level
  • Erupting Earth
  • Meld into Stone
  • Melf's Minute Meteors
  • Sandstorm
  • Seismic Slip
  • Wall of Sand
4th Level
  • Conjure Minor Elementals (acid only)
  • Fabricate (eartn and mineral objects only)
  • Pebble Strike
  • Stone Shape
  • Stoneskin
d6 Damage Type
1 Cold
2 Fire
3 Lightning
4 Acid
5 Poison
6 Thunder

Oath of Upheaval Paladin

To take an oath of Upheaval is to see the horrors of sociopolitical corruption and vow to end it. Those who hold power are susceptible to not caring for the good of the people, focusing on their own selfish interests and greed. These institutions need to be demolished and rebuilt to allow society to move forward.

Tenets of upheaval


Seek Out Corruption: You dedicate yourself to rooting out corruption wherever it may lurk, ensuring that those who abuse power for their own gain are held accountable for their actions.


Break the Chains of Oppression: You vow to protect the innocent and uphold their right to determine their own destinies. Any form of tyranny or unjust restraint must be challenged and crushed.


Embrace Change for Justice: Recognizing that meaningful change is often necessary for justice to prevail, you remain adaptable and open-minded, willing to challenge established norms and systems that perpetuate inequality and suffering.


Annihilate the Foundations of Evil: Corruption festers at the heart of many institutions, and you pledge to confront it head-on, even if it means tearing down the very foundations upon which it stands.

Oath of Upheaval Spells

level Spells
3rd Earth Tremor, Longstrider
5th Earthbind, Seismic Upheaval
9th Erupting Earth, Meld into Stone
13th Stone Shape, Pebble Strike
17th Wall of Stone, Fissure

Break the Foundation

When you take this oath at 3rd level, your conviction to break the foundations of corruption can shake the very earth itself. As an action, you spend a use of your channel divinity to cause the ground around you to tremble violently. Choose a number of creatures or large or smaller objects equal to your paladin level within 30 feet of you that you can see. The targets must make a Strength saving throw against your Paladin spell save DC. On a failed save, the ground beneath the target begins to crumble crack, causing it to become restrained by earth and rubble until the end of its next turn. If the target is a structure or object, it takes additional damage equal to twice your Paladin level as its foundation begins to fracture.

Aura of Immovability

Starting at 7th level, you bolster yourself and allies with sturdiness. Allies within 10 feet of you gain advantage on saving throws or skill checks to avoid being moved against their own will, knocked prone, grappled, stunned, or restrained.

Heart of Stone

Starting at 15th level, you have become unshakable, never backing down in the face of opression. You have advantage on saving throws to avoid being charmed or frightened.

Strength of the earth

At 20th level, you can turn the very earth you tremble into an armor to protect you from opression. As an action, you shatter the earth to form an armor around you. You gain the following benefits for 1 minute.

  • You add your Charisma modifier to your armor class.
  • All attacks to objects automatically critically hit.
  • When you make an attack with a weapon, piercing and slashing damage is changed to bludgeoning and you add 1d8 + your Charisma modifier to the damage.
Additional Fighting Style

Geo Warrior

Prerequisites: Paladin or Ranger

You learn Mold Earth and one other cantrip of your choice from the Earthshaker Fighter spell list. They count as paladin or ranger spells for you, and Charisma or Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the spell list.

Conclave of the Terra Guardian Ranger


As a Terra Guardian, you have forged a deep bond with the earth, gaining abilities that allow you to sense and manipulate the very ground beneath your feet. You draw upon the elemental power of earth to protect allies, control the battlefield, and strike down those who threaten the natural order.

One with the Earth

Starting at 3rd level, your connection to the earth allows you to feel disturbances in the ground. You gain a tremorsense with a range equal to 15 times your wisdom modifier.

Terra Guardian Magic

Also at 3rd level, you learn the Mold Earth cantrip if you don't already know it.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Terra Guardian Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Level Spells
3rd Earth Tremor, Mold Earth
5th Spike Growth
9th Meld into Stone
13th Stone Shape
17th Wall of Stone

Sure-footed

Starting at 7th level, your attunement to the earth grants you sure-footedness in the face of external forces. You gain advantage on checks and saving throws against effects that would forcibly move you, including forced teleportation like Vortex Warp. If a creature within your tremorsense range forces an ally within your tremorsense or vision to make a saving throw, you can use your reaction to add 2d4 to the roll. You must complete a short or long rest before you can use this feature again.

Titanstep

At 11th level, you can channel the earth's power to strike your enemies with great force. As a bonus action, you can expend a spell slot of 1st level or higher to unleash a shockwave through the ground to a number of creatures within your tremorsense range equal to your Wisdom modifier. Targets must make a Dexterity saving throw against your ranger spell save DC. On a failed save, they take force damage equal to 1d6 per level of the spell slot expended and are knocked prone. On a successful save they take half damage and are not knocked prone.

Stone Sentinel

Upon reaching 15th level, your bond with the earth makes you as resilient as stone itself. You gain resistance to bludgeoning, piercing, and slashing damage. Furthermore, any attacks you make against creatures that were affected by your Titanstep feature within the last round deal extra damage equal to your Wisdom modifier.

Hydromancy: The Tidebound Art


From tranquil streams to towering tsunamis, hydromancy transforms water’s will to the caster’s command. With chilling force and relentless flow, hydromancers flood the battlefield and drag foes to the dark depths. To control water is to seize the push and pull of war itself and drown those who try to swim against the tides.

Aquatic Tether

Conjuration Cantrip

  • Classes: Artificer, Druid, Wizard, Sorcerer
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of sand, which the spell consumes)
  • Duration: Instantaneous

You hurl a small ball of sand at a point you can see within range. The ball explodes in a 5-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Frigid Splash

Evocation Cantrip

  • Classes: Artificer, Druid, Warlock, Wizard, Sorcerer
  • Casting Time: 1 action
  • Range: 45 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a superchilled bubble of water at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 bludgeoning damage. The bubble splashes and freezes onto nearby creatures. Each creature, including the original target, within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes 1d4 cold damage and its speed is reduced by 10 feet until the start of your next turn. When you reach higher levels, the damage dealt by this cantrip increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Aqua Jet

Evocation 1

  • Classes: Paladin, Ranger, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: instantaneous

Channeling the speed and force of water, you propel yourself forward like a jet of water. When you cast this spell, you can immediately move up to your movement speed in a straight line, without provoking opportunity attacks.

If you move through a creature's space during this movement, you must make a melee spell attack against that creature as part of the bonus action. On a hit the target takes 2d6 bludgeoning damage, and it must succeed on a Strength saving throw or be pushed back 5 feet. On a success it takes half and is not moved. Your movement ends regardless of if you hit or miss, leaving you within 5 feet of the creature, still on the path of travel.

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

Downpour

Conjuration 1

  • Classes: Bard, Cleric, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: instantaneous

You summon a sudden surge of water to fall down onto foes. Choose a point you can see within range. Each creature in a 10-foot radius 30 foot tall cylinder centered on that point must make a Dexterity saving throw or take 2d6 bludgeoning damage. On a successful save, the creature takes half damage. This extinguishes any exposed flames.

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

Pulmonary Drench

Conjuration 1

  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: instantaneous

You launch a concentrated stream at a creature within range. The target must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning and chokes on the water, rendering it unable to speak or vocalize for 1 round. On a success the creature takes half damage and is able to speak.

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

Fluid Redirect

Abjuration 2

  • Classes: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when being hit by a thrown object, ranged attack, ranged spell attack of second level or lower, or a ranged attack cantrip
  • Range: Self
  • Components: V, S
  • Duration: instantaneous

You conjure a watery shield that grants you the ability to reflect ranged attacks and lower-level spells. When you are targeted by a ranged weapon attack, a ranged spell attack of 2nd level or lower, or a cantrip, you can use your reaction to fling the attack back at the attacker.

Make a ranged spell attack roll contested by the attacker's attack roll. If your attack roll is higher, the projectile is redirected back toward the attacker. The attacker must make a Dexterity saving throw. On a failed save, the attacker takes the damage from its own attack. On a successful save, the damage is halved.

Misty Veil

Illusion 2

  • Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a hat with a veil)
  • Duration: Concentration, up to 1 hour

You surround yourself with a veil of mist that extends 5 feet away from you in all directions that moves with you, making everything inside heavily obscured for the duration. While obscured by the mist, you have advantage on Dexterity (Stealth) checks and gain resistance to fire damage.

Ripple Surge

Conjuration 2

  • Classes: Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel the essence of water, summoning a waist-high ripple of water that flows with you as you move. For the duration, you gain the following benefits:

  • You can move across any surface, difficult terrain or otherwise, as if it were solid ground.
  • As a bonus action on your turn, you can manipulate the ripple to knock creatures prone within 10 feet of you. The target must succeed on a Strength saving throw or be knocked prone.
  • You have advantage on Strength (Athletics) checks made to resist being grappled or restrained.

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.

Aquaform

Transmutation 3

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a droplet of water)
  • Duration: Concentration, up to 1 minute

You transform your body into a watery substance, gaining resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, you gain resistance to fire and cold damage, as the water insulates you from extreme temperatures. While in this form, you cannot make attacks, cast spells, or manipulate objects that require fine motor skills. You can move through openings as small as 1 inch wide without squeezing.

Aqua Glide

Conjuration 3

  • Classes: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You summon a powerful surge of water beneath your feet, creating a liquid platform that propels you forward in a burst of speed. For the duration of your turn, you gain the following benefits:

  • You can move across any terrain, including difficult terrain and vertical surfaces, at a speed of 60 feet. You can move upward, downward, or in any direction as if you were swimming. This movement does not provoke attacks of opportunity.
  • As you glide, the water wave extends outward in a 10-foot radius around you. Any creature that you pass through during your movement must make a Dexterity saving throw or take 4d6 bludgeoning damage. On a successful save, the creature takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance increases by 10 feet for each slot level above 3rd.

Tidal Grasp

Transmutation 4

  • Classes: Artificer, Paladin, Ranger, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You channel the power of the ocean into your hands, empowering your melee attacks with the force of a tidal wave. For the duration, your melee attacks deal an additional 3d4 bludgeoning damage. This extra damage is considered magical.

Torrent

Evocation 4

  • Classes: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

Summons a torrent of water that surges from the ground in a 5-foot radius circle centered on a point within range. Each creature in the circle must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, and Large or smaller creatures are hurled 20ft. into the air and knocked prone. On a successful save, the creature takes half as much damage and isn't thrown into the air or knocked prone. The launch does not cause fall damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the circle increases by 5 feet for every level cast above 4th.

Torrential Downpour

Evocation 5

  • Classes: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

Summons a torrent of water that surges from the ground in a 5-foot radius circle centered on a point within range. Each creature in the circle must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, and Large or smaller creatures are hurled 20ft. into the air and knocked prone. On a successful save, the creature takes half as much damage and isn't thrown into the air or knocked prone. The launch does not cause fall damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the circle increases by 5 feet for every level cast above 4th.

Abyssal Inundation

Conjuration 6

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of sea water)
  • Duration: Concentrationup, to 1 minute

You summon the wrath of the depths, conjuring a torrential wave of seawater that engulfs a target creature within range. The target must make a Strength saving throw. On a failed save, the creature is engulfed by the raging, frigid waters and begins to drown, taking 3d10 bludgeoning and 2d10 cold damage at the start of its turns while engulfed. While engulfed, the creature is also restrained and unable to breathe.

On each of its turns, the engulfed creature can attempt another Strength saving throw to escape the waters. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bludgeoning damage increases by 1d10 for each slot level above 6th.

Aquapult

Transmutation 7

  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small vial of water and a piece of chain )
  • Duration: Concentrationup, to 1 minute

You launch a tendril of water and grab a creature within range to fling it to another location. The target must make a Strength saving throw. On a failed save, the creature takes 6d10 bludgeoning damage and is hurled up to 60 feet in a direction you choose. On a success, they take half and are not flung. If the creature collides with a solid object or creature, it takes an additional 1d10 bludgeoning damage for every 10 feet traveled.

If the creature collides with another creature during its trajectory, the new creature must make a strength savign throw. On a fail they both take 2d10 bludgeoning damage and both creatures are knocked prone. On a successful save they take half and are not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage and the damage of coliding with another creature increase by 1d10 for each slot level above 7th.

Leviathan's Grasp

Evocation 9

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a vial of primordial water worth at least 200gp, which the spell consumes)
  • Duration: Instantaneous

You unleash a massive, swirling vortex of water in a 30-foot radius sphere centered on a point you choose within range. The vortex pulls creatures and objects into its chaotic currents. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 12d10 bludgeoning damage and is pulled into the center of the vortex, becoming restrained until the end of its next turn. On a successful save, a creature takes half damage, doesn't move and isn't restrained.

Non-magical objects that aren't worn, carried, or secured have a chance of being destroyed, as determined by the DM. Otherwise, they are pulled toward the center of the vortex as well.

College of Tides


On the deck of a weathered ship, under the vast expanse of the starry night sky, a figure stands, their voice rising above the crashing waves. With each haunting melody, the sea itself seems to stir, responding to the call of the bard's song as it pushes their ship everforward across the sea. The College of Tides is a fellowship of swashbuckling minstrels, wielding the power of song and story to command the very waters that surround them.

Shantays of Old

When you join the college at 3rd level, you will spend many hours weaving tales of the sea and its fury. To reflect this you gain proficiency in Navigator's Tools or Brewer's Supplies. You also learn the Shape Water cantrip without impacting your number of cantrips known.

Tides of Force

Also at 3rd level, you learn to use song to push and pull targets like the moon does the tides. Whenever you cast a spell that forces a target to make a saving throw to avoid being moved or knocked prone you can use your reaction to expend one of your bardic inspiration die, roll it and add the result of the roll to the DC of the saving throw for a single target. You can use this after the target's roll. If the target fails the roll by 5 or more when you use this feature, they are also knocked prone if it was not already an effect that did so.

Angered Waters

Starting at 6th level, you act as quickly and viciously as the tides can change. You can choose to use Shape Water as a bonus action and gain the ability to form a tether out the water that can perform the following features:

  • You can form a rope of up to 30 feet with enough tensile strength to support up to 500 pounds of weight. This rope lasts for 1 hour or until dispelled. You may only create one rope in this way at a time.
  • If you have a free hand you can form a Whip of water for 1 minute that deals your choice of cold or bludgeoning damage. You can make a melee spell attack against a creature within 10 feet as part of casting the spell and whenever you expend a use of bardic inspiration on subsequent turns, dealing damage equal to a roll of your bardic inspiration die.

Tides of Vengeance

Starting at 14th level controling the flow of water is as effortless to you as basic couplet. You learn the spell Tidal Wave if you did not already and you can cast it at its base level without expending a spellslot once, regaining the ability to do so when you complete a short or long rest. When you cast the spell this way you can choose to spend a bardic inspiration to apply your Tides of Force to this spell and it applies to all targets hit instead of just one. However, when you use the feature in this way you cannot benifit from this feature again until you complete a long rest. If you already know Tidal Wave as a bard spell you instead learn another spell of your choice from the bard spell list.

The Admiral Archetype Fighter


Out in the harbor, a voice rings out. "AHOY!" called the captain as he raises his cutlass high. A single swing of his blade sends out a blast of the spirits of the damned, cutting down everyone who dare stand in The Admiral's way, releasing their souls to the tides for their chilling fate.

Bonus Proficiencies

When you choose this Archetype at 3rd level, you gain proficiency in Persuasion and Navigator's Tools.

Tidebringer

When you choose this Archetype at 3rd level, you learn to channel the force of the waves with every swing of your weapon. Once per round, when you hit a creature with a melee weapon attack, you can choose to unleash a burst of frigid energy in a cone behind the target. Each creature in the cone, including the original target you hit, must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes cold damage based on your fighter level, or half as much damage on a successful save. The damage dealt and the cone size are as follows:

Level Cold Damage Size
3rd 2d6 15-foot cone
10th 3d6 15-foot cone
16th 4d6 30-foot cone
20th 5d6 30-foot cone

You can use this feature a number of times equal to your Charisma modifier (a minimum of 1) and regain 1 expended use when you finish a short rest and all expended uses whenever you complete a long rest.

X-Marks the Spot

Starting at 7th level, you bind the soul of a target to a cross you mark with your weapon. As an action, you make two swipes at a creature within range's feet. This feature is usable on yourself as well. An unwilling target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is marked to return. At any time within the next minute, you can force the target to teleport back to the marked spot by using a bonus action. When they are teleported back to the marked spot, the mark fades.

Once you use this feature, you must complete a short or long rest before you can use it again.

Spirit Chill

Starting at 10th level, the frigid cold water left by your Tidebringer feature chills targets down to their very soul, making movement more difficult. Creatures that fail their saving throw against your Tidebringer feature have their movement speed reduced by 10 until the end of their next turn.

Pursuit of Bounty

Starting at 15th level, you have an uncanny sense of navigation while on the hunt for treasure. When you mark a target with X-Marks the Spot you can choose for the target to be under the effect of both Expeditious Retreat and Freedom of Movement until it ends.

Rum-Soaked Soul

Starting at 18th level, your soul is as relentless as the tides themselves. When you would drop to 0 hit points, you drop to 1 instead. You regain the ability to do this after you complete a long rest.

Cryomancy: The Cold Tyranny


Landscapes left to silence and stillness- frozen blood, breath, and battle alike. Those who embrace it turn to the icy chill not with fear, but glee. Taking solace in the cold oblivion of the night that razes all heat from the world to sculpt it into a frozen dreamscape.

Chill Atmosphere

Transmutation Cantrip

  • Classes: Artificer, Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You rapidly chill a 10 foot or smaller cube of air. While intense, the cold is not strong enough to cause damage. You can create any of the following effects for the duration.

  • Creatures inside the cube are able to see their breath and will start to shiver from the intense cold.
  • Water in the area freezes solid binding wet surfaces and turning puddles of water into difficult terrain.
  • A creature that is considered wet becomes covered in a thin layer of frost.
  • Any other simple effect that cold air can produce that your DM agrees to.

You can cause up to 2 of these effects to happen during its duration.

Crystaline Embrace

Abjuration Cantrip

  • Classes: Artificer, Wizard, Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You shroud yourself in a protective layer of frost. The first creature that makes a melee attack against you during the duration takes 1d8 cold damage and the spell ends. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Flurry

Evocationn Cantrip

  • Classes: Druid, Wizard, Sorcerer
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A blast of snow streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage.

The spell creates more than one blast when you reach higher levels: two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Fristbite Grasp

Evocation Cantrip

  • Classes: Artificer, Druid, Wizard, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: instantaneous

Frost springs from your hand to coat a target in ice. Make a melee spell attack. On a hit, the target takes 1d8 cold damage, and it can’t make opprutunity attacks until the start of its next turn. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Frosty Step

Transmutation Cantrip

  • Classes: Artificer, Druid, Warlock, Wizard, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round

You briefly coat your feet in a slick layer of ice, allowing you to move across difficult terrain as if it were normal terrain for the rest of your turn.

Magic Snowballs

Transmutation Cantrip

  • Classes: Artificer, Druid, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch a small body of water and imbue it with magic, creating 3 balls of ice. You or someone else can make a ranged spell attack with one of the ice balls by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the ice ball, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the iceball and it melts.

If you cast this spell again, the spell ends early on any ice balls still affected by it.

Brittle Grasp

Necromancy 1

  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A spectral hand made of ice reaches out to touch a creature within range, dealing 1d8 cold damage. If the target is wearing armor, it must succeed on a Constitution saving throw or have its armor class reduced by 1 until the start of your next turn.

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

Frigid Smite

Evocation 1

  • Classes: Paladin
  • Casting Time: 1 bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: self
  • Components: V
  • Duration: Instantaneous

You coat your weapon in a thick layer of brittle ice as it strikes your target. The ice instantly shatters and deals an extra 2d6 cold damage to the target. Additionally, if the target is a creature, it must make a Constitution saving throw or have its movement speed is reduced by 10 feet until the start of your next turn.

Frostweave

Conjuration 1

  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small piece of frostweed)
  • Duration: Instantaneous

You conjure strands of magical frostweed that wrap around a creature within range. The target must make a Strength saving throw. On a failed save, it takes 2d6 cold damage and its movement speed is reduced to 0 until the start of its next turn. On a successful save, they take half damage and their movespeed is not reduced.

At Higher Levels. When you cast this spell using a 2nd-level spell slot or higher, you may target an additional target for each level above 1st.

Frostweave

Conjuration 1

  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small piece of frostweed)
  • Duration: Instantaneous

You conjure strands of magical frostweed that wrap around a creature within range. The target must make a Strength saving throw. On a failed save, it takes 2d6 cold damage and its movement speed is reduced to 0 until the start of its next turn. On a successful save, they take half damage and their movespeed is not reduced.

At Higher Levels. When you cast this spell using a 2nd-level spell slot or higher, you may target an additional target for each level above 1st.

Ice Shard

Conjuration 1

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Up to 1 minute

You rapidly conjure a small, razor-sharp shard of ice and hurl it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 cold damage. If the attack succeeds, you can use subsequent bonus actions to conjure and hurl additional shards, dealing 1d8 cold damage with each successful hit. The spell continues until you miss a ranged spell attack or don't use your bonus action to throw another shard.

Winter's Guard

Transmutation 1

  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a willing creature, imbuing it with the power of winter. For the duration, the creature has resistance to cold and fire damage and gains advantage on saving throws against being paralyzed or restrained.

Cold Feet

Transmutation 2

  • Classes: Bard, Ranger, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You place a frigid hex on a creature within range attempting to freeze their feet in place. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 cold damage, at the start of their next turn they take 1d6 cold damage and their movement speed is halved until the end of their next turn. If, by the end of their next turn, they have not moved at least 20 feet away from the initial casting point they become restrained until the end of the subsequent turn.

On a success they take half the initial damage and no additional effects occur.

At Higher Levels. When you cast this spell using a 3rd-level spell slot or higher, the initial damage increases by 1d6 for each level above 2nd.

Frigid Embrace

Abjuration 2

  • Classes: Bard, Ranger, Cleric, Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 3 rounds

You target a willing creature within range, enveloping it in a soothing frost. The creature is immune to cold damage and gains resistance to all other damage types. Additionally, at the start of each of its turns, the target regains 1d8 + your spellcasting modifier hit points.

While the spell is in effect, the target's move speed is set to 0. At the end of each of its turns, the target can make a Strength saving throw to break free, should they so choose. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a 3rd-level spell slot or higher, the initial damage increases by 1d6 for each level above 2nd.

Frostbite Barrage

Evocation 2

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

You unleash a barrage of freezing projectiles at a target within range. Make a ranged spell attack for each projectile. On a hit, the target takes 1d8 cold damage.

For each projectile that hits, the target's movement speed by 10 feet until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional barrage for each slot level above 2nd.

Frost Cannon

Conjuration 2

  • Classes: Paladin, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small figurine of a cannon and a block of ice)
  • Duration: concentration, up to 1 minute

You conjure a medium-sized icy cannon on the ground at a point within range. The cannon has an AC of 11, 15 hit points, and is immune to cold, psychic, necrotic and poison damage. On your turn, as a bonus action, you can command the cannon to fire at a target within 60 feet. The cannon can fire one of the following options:

  • Icy Cannonball: Make a ranged spell attack against a creature within range of the cannon that you can see. On a hit, the target takes 2d6 cold damage and must succeed on a Strength saving throw or be pushed 10 feet away from the cannon.

  • Frost Volley: Choose a point within range of the cannon that you can see. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, they take 1d8 cold damage, and on a successful save they take half damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for both options increases by 1d6/1d8 damage for each level above 2nd. Additionally, the cannon gains 5 additional hit points for each level above 2nd.

Schaefer's Frosty Gag

Enchantment 2

  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a metal rod and piece of ice)
  • Duration: concentration, up to 1 minute

You attempt to imbue intrusive thoughts on a creature within range. The target must make a Wisdom saving throw. On a failed save, the creature becomes charmed.

While charmed, the target must use its speed to and action to move up to 15 feet toward and lick a nearby object of your choice that you superchill. Once they lick it their tongue freezes to the object, rendering them incapable of casting spells with verbal components for the duration of the spell. If the object is not secured and small or smaller, they may move as normal. Medium, large or non-stationary objects set their movespeed to 0.

At the end of each of their turns they can make an intelligence saving throw to attempt to unstick their tongue. On a success they are freed and the spell ends.

At Higher Levels. When you cast this spell using a 3rd-level spell slot or higher, you can target one additional creature for each level above 2nd.

Fafnir's Elemental Glaive

Evocation 3

  • Classes: Artificer, Ranger, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a melee weapon worth at least 1sp)
  • Duration: Instantaneous

You channel the elemental forces into a weapon, transforming its blade into crackling lightning or freezing ice. Make a melee spell attack against a target within your reach. On a hit, the target takes 5d6 elemental damage. Additionally, the elemental energy cleaves through the target. All targets in a 15-foot line behind the target must make a dexterity saving throw or also take 4d6 elemental damage, half on a success.

You can choose for the elemental damage to deal either lightning or cold damage when you cast the spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Frostburst

Evocation 3

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a melee weapon worth at least 1sp)
  • Duration: Instantaneous

You launch a burst of frigid energy at an enemy creature that shatters upon impact. Make a ranged spell attack. On a hit, the target takes 4d8 cold damage, and the burst then splinters off to strike other creatures.

Choose up to three additional creatures within 20 feet of the original target. Each secondary target takes must make a dexterity saving throw or take 4d8 cold damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Ogi's Frostborn Slam

Evocation 3

  • Classes: Artificer, Paladin, Ranger, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You channel the power of frost into your fist, delivering a powerful uppercut to a creature you touch. Make a melee spell attack against the target. On a hit, the target takes 4d6 cold damage, and the force of the impact launches the creature 10 feet into the air to land at the start of its next turn.

The launched creature must make a Strength saving throw. On a failed save, the creature is prone and when it lands and it takes an additional 1d6 bludgeoning damage from the fall. Additionally, the creature's move speed is halved until the end of its next turn. On a successful save, the creature is still launched into the air but suffers no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Frozen Shroud

Transmutation 4

  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a vial of superchilled seawater)
  • Duration: Concentration, up to 1 minute

You unleash a chilling mist on an enemy within range. The target must make a Dexterity saving throw. On a failed save, the target is enveloped in ice and they suffer the following effects.

  • The target's Armor Class is reduced by 2.

  • When the target takes piercing, bludgeoning, or slashing damage they suffer an additional 1d6 cold damage.

  • The shroud surrounds them in a cloud of mist, revealing invisibility.

Glacial Vortex

Evocation 4

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (a small frozen crystal)
  • Duration: Concentration, up to 1 minute

You create a swirling vortex of icy energy at a point within range. The vortex has a 20-foot radius and creates difficult terrain within its area of effect.

Creatures starting their turn or entering the vortex for the first time on a turn must make a Dexterity saving throw. On a failed save, they take 3d8 cold damage. On a successful save, they take half damage.

While within the vortex, creatures also have vulnerability to slashing, bludgeoning, and piercing damage.

Additionally, any spells that deal cold damage cast from within or targeting creatures within the vortex have their damage increased by 1d6.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the initial damage increases by 1d8 for each level above 4th.

Glacier Hammer

Conjuration 4

  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a mallet and an ice cube)
  • Duration: Instantaneous

You summon a massive hammer made of ice and swing it in a sweeping motion. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning and 2d8 cold damage, and they are pushed 10 feet directly to the left of your character. On a success they take half damage and are not moved.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the cold damage increases by 1d8 for each level above 4th.

Boreal Radiance

Evocation 5

  • Classes: Cleric, Bard, Druid, Paladin, Wizard
  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a prism made of ice)
  • Duration: Concentration, up to 1 minute

You call on the majestic energy of the Aurora Borealis, creating a dazzling display of colored lights in the sky. A shimmering, 20-foot radius sphere centered on you becomes a zone of radiant energy. Any creature of your choice that starts its turn or enters the area must make a Constitution saving throw, taking 2d8 radiant and 2d8 cold damage on a failed save or half as much on a successful one.

Additionally, the radiant energy imbues allies within the area with vigor, granting them advantage on saving throws against being frightened and have their movement speed increased by 10 feet while within the radius.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d8 for each slot level above 5th.

Glacial Surge

Evocation 5

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a mallet and an ice cube)
  • Duration: Instantaneous

You invoke the power of a frozen tide, unleashing a water surge around you in a 30-foot radius. Icy waves crash over the area, freezing and damaging everything in their path.

All creatures in the radius must make a Dexterity saving throw. On a failed save, they take 8d6 cold damage and are restrained until the end of their next turn as the freezing waters bind them. On a successful save, they take half damage and are not restrained.

At Higher Levels. When you cast this spell using a 6th-level spell slot or higher, the damage increases by 1d6 for each level above 5th.

Thermal Shock

Transmutation 6

  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet)
  • Components: V, S, M (a torch and crushed ice)
  • Duration: Instantaneous

You unleash a surge of frigid air at a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 7d8 cold damage. On a success they take half as much. If the target has taken fire damage since the end of your last turn it makes the saving throw at disadvantage. On a fail, they take an additional 4d8 necrotic damage.

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

Summon Winter

Evocation 7

  • Classes: Cleric, Druid, Wizard
  • Casting Time: 10 minutes
  • Range: Self (5 mile radiuse)
  • Components: V, S, M (a miniature snow globe)
  • Duration: Concentration, up to 8 hours

You invoke the power of winter itself, conjuring a massive cold front within a 5-mile radius centered on yourself. It is frigid cold and causes the following effects on the environment:

  • All bodies of water, including rivers, lakes, and ponds, within the affected area become frozen, creating difficult terrain.
  • A light snowfall begins, reducing visibility and creating a lightly obscured area. This snowfall continues for the duration of the spell.

Power Word: Crystalize

Evocation 9

  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous

You utter a powerful incantation, causing the temperature in an area to approach absolute zero. Choose a point within range. All creatures within a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, they take 12d10 cold damage and are encased in magical ice that instantly shatters to deal massive damage.

If a creature is reduced to 0 hit points by this spell, they shatter as well and the creature can only be revived by powerful magic such as resurrection or a wish spell.

Winter Warrior Archaetype Fighter

Deep in the tundras or mountains, the winter warrior trains their blows on the trees in the tundra. They harden their bodies, strengthen their knuckles, and punch their way through thick ice and stone to carve their path. Mixing martial prowess with a touch of the icy magic left by the auroras of the tundra, they are a devestating brawler, capable of ending some fights with a single punch.

Travel by the Stars

When you choose this Archetype at 3rd level, you gain proficiency in you choice of either Nature or Survival and Navigator's Tools.

Auroroa Strike

Also at 3rd level, you strike with the swiftness of the winter wind. If you have at least one hand free, you can make an unarmed strike using a bonus action dealing 1d6 + strength or dexterity modifier in bludgeoning damage. The unarmed strike's damage increases based on your level in this class, as shown on the Aurora Strike Damage table. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you complete a short or long rest.

Fighter Level Aurora Strike Die
3rd 1d6
7th 1d8
12th 1d10
17th 1d12

Blood of Winter

Starting at 7th level, your melee weapon attacks chill the target, making them easier for you to follow up. When you successfully hit 2 weapon attacks or unarmed strikes in a row the target is chilled and the next attack before the end of your next turn that deals cold damage is made with advantage.

Additionally, you gain a +1 to your unarmed strike attack and damage rolls and their damage deals your choice of bludgeoning or cold. This increases to a +2 at 15th level

Winter Initiate

Starting at 10th level, you gain a deeper understanding to the natural world around you. You learn two cantrips of your choice from the following list. Wisdom is your spellcasting ability modifier for these spells.

  • Shape Water
  • Frostbite
  • Ray of Frost
  • Gust
  • Druidcraft
  • Dancing Lights
  • Thaumaturgy
  • Frosty Step
  • Chill Atmosphere

You also learn the Absorb Elements spell and can cast it once at its base level without expending a spellslot, regaining the ability to do so when you complete a short or long rest. When you do so, the damage you gain from it is always cold, regardless of what damage type you reduced. If you later get spellslots, you can cast it using spellslots you have of the appropriate level.

When you gain a new level in fighter, you may replace these cantrips with another one from the Winter Initiate list.

Relentless Aurora

Starting at 15th level, when you successfully Aurora Strike a target you have marked with your Blood of Winter feature, it is treated as if you rolled a critical hit.

Chilly Finesse

Starting at 18th level, you've mastered weaving the cold quickly into everything you do. When you take the attack action, you can replace one of your tasks with casting a use your Winter Initiate spells.

Cryomancy Bloodline Sorcerer

Cryomancers wield the fierce, chilling power of ice and frost, shaping the battlefield with piercing cold. Their innate connection to winter allows them to freeze enemies in place and shatter them with power spires of ice. With every spell, they bring forth the unforgiving essence of winter, leaving a trail of frost in their wake.

Frigid Blood

When you choose this archetype at 3rd level, you gain resistance to cold damage. Additionally you learn additional spells when you reach certain levels in this class, as shown on the Cryomancy spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
3rd Icingdeath's Frost, Blur, Ice Knife, Armor of Agathys, Ray of Frost
5th Sleet Storm, Frostburst
7th Ice Storm, Control Water
9th Cone of Cold, Control Winds

Lingering Icicles

Also starting at 3rd level, you create a small amount of ice whenever you cast spells. Whenever you cast a spell of 1st level or higher or a cantrip that deals cold damage, you mold excess arcana into small icicles that will float around you. You create a number of icicles equal to the level of spell used and cantrips are treated as a lvl 1 spell. You can store a number of icicles equal to your Charisma modifier. The icicles will melt after you complete a long rest.

As an action, you can fuse these stored icicles into a single potent projectile and unleash it as a Glacial Spear with a ranged spell attack roll at a target within 60 feet. The damage of your icicles starts at 1d6 piercing and increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Glacial Spear deals damage equal to all stored icicles. Whether it hits or misses, the spear shatters into harmless powdered ice.

Splitting Ice

Starting at 6th level, your Glacial Spear bursts on collision before it crumbles to icy dust. Whether it hits or misses, they will burst and split back into icicles. Choose up to a number of targets equal to the amount of icicles within the spear within 15 feet of the target. They must make a dexterity saving throw. On a failure they take the damage from a single icicle. Additionally, you add your Charisma modifier in cold damage to the Glacial Spear.

Reshaping ice

Starting at 14th level you gain a greater control over your icicles. You learn the Shape Water cantrip and can cast Control Water once per long rest without expending a spell slot. Additionally, wheile you have stored icicles, as a bonus action you can turn a single icicle into an object of small size or smaller, or 4 icicles into an object of your choice of medium size or smaller. They are strong enough to support the weight of 2 medium sized creatures. Keeping the ice in place and shape costs no concentration.

Body of Ice

Starting at 18th level your mastery over creating and shaping ice reaches its peak, allowing you to use it to defend yourself. As an action you can expend 5 sorcery points to cast Investiture of Ice on yourself. The freezing wind from Investiture of Ice also creates a Lingering Icicle.

Winter's Wrath Patron Warlock

You've spent much time in the arctic tundras, frigid mountaintops, or bleak blizzards. Something about this has left you permanently changed. Maybe your blood has become infused with cold magics or you're unknowingly a host for a winter spirit. Either way it has left you with the very rage of the tundra flowing through your veins.

Frigid Blood

When you choose this archetype at 3rd level, the time spent in the cold has left you preferring thick leathers and heavy furs as the clothing most comforting to you. you gain proficiency in medium armor and while wearing no armor, light armor or hide armor your AC is calculated as 13 + your constitution modifier.

Also starting at 3rd level, you learn an additional cantrip from the Winter's Touch cantrip list, as shown at the end of the document, which are also added to the warlock spell list for you if they were not already. When you gain a level in warlock, you may replace this cantrip with another known from the warlock spell list.

Winterborn

Lastly at 3rd level, your time bond with winter itself has given you great insight to the outdoors. You gain proficiency in your choice of either Nature or Survival, and are immune to the negative effects of cold climates.

Spells of the Tundra

Warlock Level Spells
3rd Rime's Binding Ice, Snilloc's Snowball Swarm, Absorb Elements, Ice Knife
5th Spirit Shroud, Sleet Storm
7th Ice Storm, Control Water
9th Cone of Cold, Maelstrom

Additionally, the spells Otiluke's Freezing Sphere, Wall of Ice, Summon Winter, Control Weather, and Storm of Vengeance are added to the warlock spell list for you.

Winter's Wrath

Starting at 6th level you can give yoursenf unto the cold, becoming a conduit for winter's fury. As a bonus action you grant yourself the wrath of Winter that allows you to either add your charisma modifier to damage rolls when casting spells that deal cold damage, if you did not already add them, or you can choose to add an additional 1d6 cold damage when you deal damage with a weapon attack. You choose the effect you gain when you use this feature. This is usable once before you must complete a short or long rest before you can use it again.

If you are reduced to 0 hp during this effect and not killed outright, you are encased in ice, incapacitated, restrained and immune to all damage for the remaining duration or until Winter's Wrath ends. You can choose to end it at any time while encased in ice. Afterwards, you are left at 1hp.

Resiliance of the Cold

Starting at 10th level your acclimation to the chill and insulation from the elements has become unparalleled, granting you resistance to cold and fire damage.

Winter's Curse

Starting at 14th level the chill of winter permeates your very being to the point where you being present will lower the temperature in a room. As an action, you sorround yourself in frigid, wailing winds enveloping a number of creatures equal to your charisma modifier in a swirling vortex. Each target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, a creature takes 1d8 necrotic and 1d8 cold damage and becomes restrained for 1 minute. If Winter's Wrath is active you may add it to the cold damage of Winter's Wrath, regardless of if you chose to augment your weapon attacks of spell damage. At the end of each of their turns they can make a strength saving throw to escape. For the duration, at the start of each of the restrained creatures' turns they must make a constitution saving throw. They take 1d4 cold damage and 1d4 necrotic damage on a failure.

Once you use this feature, you cannot use it again until you finish a long rest.

Additionally you gain one additional use of Winter's Wrath before you must complete a long rest.

Winter's Wrath Additional Cantrips
  • Aquatic Tether
  • Autumn Wind
  • Chill Touch
  • Dancing Lights
  • Druidcraft
  • Flurry
  • Frigid Splash
  • Frostbite
  • Frostbite Grasp
  • Frosty Step
  • Gust
  • Ray of Frost
  • Sapping Sting
  • Shape Water

Frostweaver Wizard

As the tides rise, they begin to loom over the line of the city. People panic but there's a crackling noise as this tsunami begins to slow and freeze solid. A wall of ice over a hundred of feet high, frozen solid in the harbor as it begins to crumble into the placid waves behind it. A wizard stands, arms raised, his breath visible in the frigid cold that came. A frostweaver, a wizard who specializes in freezing the watters of the battlefield solid to shape the world as they see fit.

Cold Savant

Beginning when you select this school at 3rd level, you learn 2 spells of your choice from the Wizard or Druid spell list that deal cold damage or manipulate water, and they are treated as wizard spells for you. Whenever you gain a new spell level level in wizard, you may learn one additional Wizard or Druid spell that deals cold damage or manipulates water. Additionally, you learn the Shape Water cantrip, this does not impact your number of cantrips known.

Quick Freeze

Starting at 3rd level, when you use your action to cast a spell that conjures or manipulates water, such as shape water, you can use a bonus action to freeze it, turning it into a solid object of medium size or smaller. The size of the ice increases to large at 6th level, huge at 10th level, and colossal at 14th level. If the water made contact with a creature you may instead bind them within ice, forcing them to make a Strength saving throw against your Wizard spell save DC. On a failure, the target is restrained until the end of its next turn. The ice can be broken with a direct attack and has an AC of 13 and 5 hit points. The ice's AC increases by 1 and its hit points by 4 when you reach 6th, 10th, and 14th level. This is usable a number of times equal to your intelligence modifier (minimum of 1).

Starting at 6th level you no longer need to use water to attempt to bind a creature. When you deal cold damage with a spell of 1st level or higher you can use your bonus action to attempt to bind a creature.

Cold Blooded

Starting at 6th level, your mastery over the elements enhances your spells. Once per turn, you may add your Intelligence modifier to the damage roll of a spell or effect that deals Cold damage.

Ice Armor

Starting at 10th level, you take advantage of downtime to create an invisible layer of ice on your skin to protect you, providing you protection from heat and harm. When you finish a long rest you gain temporary hit points equal to your wizard level. Whenever you complete a short rest you gain 1d6 temporary hit points if you did not already have any. While you have temporary hit points from this feature, you have resistance to fire damage.

Glacial Mastery

Starting at 14th level, your mastery over ice reaches its peak. You also learn the Create and Destroy Water spell and can use it to create water once without expending a spellslot and regain the ability to do so when you finish a long rest. Additionally when you cast a spell of 5th level or lower that deals cold damage you can instead choose for it to deal the maximum damage. You must complete a long rest before you can use this feature to maximize damage again.

Aeromancy: The Voice of the Tempest


Aeromancers command the endless sky—wild, unbound, and ever shifting. With wind as blade and storm as fury, they slice through the battlefield in flashes of lightning and roaring gales. To wield the air is to strike without warning and vanish like the breath before a scream.

Autumn Wind

Illusion Cantrip

  • Classes: Bard, Druid, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a harmless whirlwind full of illusionary natural elements such as leaves, flower petals, sand, or tiny creatures within a 5-foot radius, 10-foot tall cylinder centered on a point you can see within range. The illusionary gust creates a mesmerizing display of swirling natural elements, distracting or entertaining targets.

Gale Burst

Evocation Cantrip

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You create a small burst of compressed air in the face of a creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is moved 10 feet away from you. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Slipstream

Evocation Cantrip

  • Classes: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You create a stream of compressed air at the feet of a creature. It must succeed on a Dexterity saving throw or be knocked prone and take 1d6 bludgeoning damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Zephyr Dart

Evocation Cantrip

  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a sharp, piercing gust of wind and launch it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage as the zephyr dart cuts through them. Using the same roll, it deals 1d4 damage to a target directly behind them. The damage increases to 2d6 and 2d4 at 5th level, 3d6 and 3d4 at 11th, and 4d6 and 4d4 at 17th level.

Fan the Flames

Evocation 1

  • Classes: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a focused gust of wind that fans the flames of an open fire within range, causing it to intensify and spread in a direction of your choice. The flames extend up to 10 feet in the chosen direction, igniting any flammable objects or surfaces in its path.

As a bonus action on each of your turns while concentrating, extend the spreading flames by an additional 10 feet or snuff them out entirely. This spell does not create fire; it only manipulates existing flames.

At Higher Levels. The distance you can move the flames increases by an additional 5 feet for each spellslot level above 1.

Warding Chimes

Enchantment 1

  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a handful of brass tubes)
  • Duration: Concentration, up to 1 minute

You create a gentle, rhythmic breeze that carries a soothing melody through the air. Creatures of your choice within range that can hear the melody gain advantage on saving throws against being frightened or charmed.

Wind Boost

Transmutation 1

  • Classes: Artificer, Ranger, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when you or an ally in range throw an object or launch a projectile
  • Range: 60 Feet
  • Components: S
  • Duration: Instantaneous

You create a small tailwind to aid an object thrown or projectile fired to fly further. As a reaction when you or a creature in range throw an object, such as a stone, dagger, or even a vial of alchemist's fire the object gains advantage on the attack roll and can add an additional 30 feet to the normal range of the object.

Zephyr's Whispers

Divination 1

  • Classes: Bard, Druid, Ranger, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a ball of cotton on a twig)
  • Duration: Concentration, up to 1 minute

By attuning your senses to the subtle movements of the air, you gain advantage on Wisdom (Perception) checks involving hearing.

Aerothrust Leap

Evocation 2

  • Classes: Artificer, Ranger, Sorcerer, Wizard
  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You leap boosted by a powerful gust allowing you to jump up to 20 feet vertically and up to 20 feet horizontally in any direction you choose. This movement doesn't provoke opportunity attacks or cause fall damage.

Aero Distortion

Conjuration 2

  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You distort the air around a creature within range, making it appear blurry and indistinct. The target must make a Wisdom saving throw. On a failed save, they have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Additionally, any attack rolls made against the target have advantage until the spell ends.

At the end of each of their turns, the target can repeat the wisdom saving throw, ending the spell on a success

Zephyr Veil

Illusion 2

  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You manipulate the air currents around a target creature, causing their clothing or robes to billow up, their cloak to wrap around their face, or cause any other humorous wardrobe mishap and obscure their vision. The target must succeed on a Dexterity saving throw or have their vision partially obscured, imposing disadvantage on their next attack roll or Dexterity saving throw. Additionally, the target's movement speed is reduced by 10 feet as they struggle to see clearly through the veil of swirling fabric.

Characters not wearing clothes and lack body features that could be blown in the face are immune to this spell.

At Higher Levels. You can target one additional creature within range for each slot level above 2nd. Each target must be within 30 feet of each other when you cast the spell

Temtestous Blast

Evocation 3

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

You channel the fury of the storm, creating a violent burst of wind centered on yourself. Each creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn't pushed.

Additionally, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the force of the blast.

At Higher Levels. The damage increases by 1d8 for each level above 3

Winds of Convergence

Evocation 3

  • Classes: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (two small feathers)
  • Duration: Concentration, up to 1 minute

You summon powerful gusts of wind that reach out toward two creatures within range, attempting to pull them together. Choose two creatures that you can see within 60 feet of you and up to 30 feet apart. Each target must make a Strength saving throw. On a failed save, the targets are pulled 20 feet closer to each other, stopping when they are within 5 feet of each other. If either target fails the saving throw by 5 or more, they are knocked prone. On a successful save, the targets are not pulled, and the spell has no effect.

At Higher Levels. The distance the targets are pulled together increases by 10 feet for each level above 3rd.

Windsword

Evocation 4

  • Classes: Artificer, Sorcerer, Wizard, Warlock
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a blade of compressed air that surrounds a weapon or your hands if you're unarmed. Your attacks with this weapon or unarmed strikes deal an additional 2d4 slashing damage on hit. Additionally, you gain a +2 bonus to your AC as the swirling winds deflect incoming attacks.

Wind Tunnel

Transmutation 4

  • Classes: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an invisible, tunnel-like barrier made of compressed air at a point you choose within range. The tunnel is 5 feet wide and extends for 60 feet in a straight line from the point of origin. Any creature attempting to move outside the tunnel's confines finds their movement impeded. They can only move forward or backwards, and any attempt to move sideways is met with a powerful resistance, preventing movement.

A creature can make a Strength saving throw at the end of its turn to break free from the tunnel's constraint. On a successful save, the creature can move freely in all directions. The spell also prevents ranged attacks and spells from passing through the tunnel, creating a temporary barrier.

Cyclone Grip

Evocation 5

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (two small feathers)
  • Duration: Concentration, up to 1 minute

You create a raging vortex that grasps a creature within range. The target must succeed on a Strength saving throw or be lifted off the ground, suspended 10 feet in the air. While suspended the creature's speed is 0 and has disadvantage on attack rolls and dexterity saving throws. The target remains suspended in the air until the spell ends where it falls to the ground.

During the spell's duration you can use a bonus action on each of your turns to command the grasping force to move the target up to 10 feet in any direction.

At the end of each of the creature's turns, it can make a dexterity saving throw to attempt to escape the vortex. On a success the spell ends.

Storm Strike

Evocation 5

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M (a weathervane)
  • Duration: Instantaneous

You call forth a powerful surge of wind and lightning, creating a devastating blast in a 15-foot radius sphere at a point you can see within range. Each creature in the area must make a Dexterity saving throw, taking 4d8 thunder and 4d8 lightning damage on a failed save, or half as much on a successful one. Structures in the area take double damage, and the area becomes statically charged, transforming it into difficult terrain until the end of your next turn.

At Higher Levels. The lightning damage increases by 1d8 for every spell slot level above 5th.

Gale Blades

Evocation 6

  • Classes: Warlock, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Instantaneous

You conjure two sharp blades of swirling wind and crackling lightning. Choose two points within range that you can see. The blades extend for up to 60 feet from each point in a direction you choose. Creatures in their path must make a Dexterity saving throw. On a failed save, they take 4d10 force and 4d8 lightning damage. On a successful save, they take half damage.

The same target cannot take the damage from a slash twice. At Higher Levels. The force damage increases by 1d10 for each slot level above 6th.

Cyclonic Tantrum

Conjuration 7

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a powerful twister with a 10-foot radius at a point within range. Creatures that start their turn in the twister's area or enter it for the first time must make a Constitution saving throw or take 6d8 piercing damage. On a successful save, they take half damage. Additionally, as a bonus action on each of your turns, you can either move the twister up to 40 feet in any direction or choose any creature within 10 feet of the twister to make a Dexterity saving throw or be lifted and thrown up to 30 feet in a random direction determined by the DM.

At Higher Levels. The damage increases by 1d10 and the distance you can throw someone increases by 10 feet for each slot level above 7th

Tarov's Tiny Hurricane

Conjuration 9

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a controlled maelstrom of elements, creating a small hurricane at a point within range. The hurricane has a 30-foot radius and extends into the clouds, swirling with tumultuous winds, frigid winds, and crackling lightning. All creatures within the hurricane's area must make a Strength saving throw or take 3d10 bludgeoning damage, 3d10 cold damage, and 3d10 lightning damage. On a successful save, they take half damage.

Additionally, at the start of each creature's turn within the hurricane's area must make a strength saving throw or take 2d8 bludgeoning damage, 2d8 cold damage, and 2d8 lightning damage and be pulled up to 20 feet towards the center. On a success they take half and are only moved half the distance. As a bonus action on each of your subsuquent turns, you can choose one of the following options:

Grab. Choose one creature within the hurricane's area and force them to make a Strength saving throw. On a failed save, they are lifted into the air and suspended, reducing their speed to 0 until the end of their next turn.

Move. Move the hurricane up to 15 feet in any direction.

The hurricane's ferocious winds impose disadvantage on ranged attacks made within or through its area.

Power Word: Self-Destruct

Evocation 9

  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a weathervane)
  • Duration: Instantaneous

With sheer determination and a surge of raw power, the caster fills their body with an overwhelming amount of compressed air, transforming themselves into a living explosion. The detonation releases a cataclysmic shockwave, devastating everything within a 60-foot radius.

Creatures within the area must make a Constitution saving throw. On a failed save, a creature takes 15d10 force damage. On a successful save, the creature takes half damage.

The immense force of the explosion leaves structures shattered and the ground scarred. The surrounding area bears witness to the incredible power unleashed. The caster, may survive the ordeal but be left critically wounded, their body bearing the intense marks of the self-inflicted cataclysm. If they were 50hp or above they are left at 0hp, but stablized.

If they are under 50hit points, this spell becomes the ultimate sacrifice and the caster must flip a coin. On a heads, their body remains mostly in tact, but on a tails the body itself is completely destroyed.

Path of the Storm Chaser Barbarian

Barbarians who walk the Path of the Storm Chaser don't just endure the wrath of the storm- they actively seek it. These wild hearted thrill-seekers ride wind currents like a raging horse and withstand gale-force winds as if they're a gentle breeze. They're fueled by raw adrenaline and a lust for chaos, they tap into the primal essence of tempests and never look back.

Adrenaline Rush

Starting at 3rd level, you’ve developed a sixth sense for storms and the rough winds that preceed them. You gain proficiency in the Nature skill if you did not already have it, and learn the Druidcraft cantrip. Wisdom is your spellcasting modifier for this spell. If you already did have it, you gain another skill of your choice from those available to barbarian. Additionally, your Primal Knowledge feature may also apply to Nature checks.


You also gain an additional character ideal and an implied flaw that comes with it. Roll on a d4 or discuss a trait with your DM.

d4 Trait Implications
1 Violent weather make me feel alive! Calm weather makes me feel dead... Capricious
2 Why wait for the storm to come to us when we can go meet it? Impatient
3 I’ll never back down from anything that makes my heart race. Stubborn
4 I can quit chasing anytime I want. Just not right now. Risk-seeker

Supercell Stride

Also at 3rd level, your rage and adrenaline propels you forward like a raging wind front. While raging, you ignore the effects of non-magical difficult terrain. Additionally, when you move at least 10 feet towards a target before attacking them, you can choose to cause the attack to push them back by 5 feet for every 10 feet you moved, up to a maximum of 20 feet. This does not stack with other sources of pushing targets.

Accelerating Front

Beginning at 6th level, the wind that tails you augments your natural agility. You gain proficiency in the Acrobatics skill. If you already have proficiency, your proficiency bonus is doubled for any ability check you make that uses Acrobatics. While raging, you can Dash as a bonus action.

Derecho's Charge

Starting at 10th level, you can unleash a powerful charge fueled by thunderous energy. As an action, you can charge up to half your speed forward in a straight line. Each creature in your path must make a Strength saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take 1d8 + your constitution modifier thunder damage. If you are raging when you use this feature, you add your rage damage to the thunder damage. You can use this feature once, and you regain the ability to do so after completing a short or long rest.

Squall Surge

Upon reaching 14th level, your connection to the storm enhances your speed and echoes with your strikes. While raging, your movement speed increases by an additional 10 feet. Additionally, for every 10 feet you move on your turn, you add 1d6 thunder damage to your next melee weapon attack made before the end of your turn, up to a maximum number of d6s equal to your constitution modifier.

Galewarden Domain Cleric

Perched upon the highest peak overlooking the humble village below, a lone figure stands silhouetted against the backdrop of swirling clouds and gusting winds. They call upon the ancient forces of the tempest, sculpting the very air itself into a protective barrier against an encroaching army. Galewardens harness the power of the wind to shield those under their care from harm.

Galewarden Spells

Level Spells
3rd Fog Cloud, Zephyr Strike, Gust, Gust of Wind, Blur
5th Wind wall, Fly
7th Storm Sphere, Freedom of Movement
9th Control Winds, Cloudkill

Guarding Wind

Starting at 3rd level, you can shape the air around allies to form a barrier to protect them from harm. As an action, you can spend a charge of your channel divinity to present your holy symbol and evoke protecting winds to form an armor that grant a number of temporary hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points equally among them, with a maximum equal to twice your cleric level.

Tailwind

Starting at 6th level, the swift, wind-like movement of your fighting stirs up a protective gale. When you deal damage with a weapon attack or cantrip a warding wind wraps around you, granting you 1d6 temporary hit points. Temporary hit points gained in this way can be added onto additional temporary hit points, up to a maximum equal to twice your cleric level. The amount gained increases to 1d8 at 10th level, 1d10 at 14th, and 1d12 at 18th.

Additionally, when you use the Gust cantrip you can sacrifice your temporary hit points and add them to the distance Gust would push the target. The amount must be a multiple of 5.

Gale Strike

optional, replaces divine strike


At 7th level, you gain the ability to infuse your weapon strikes with divine wind. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage. When you reach 14th level, the extra damage increases to 2d8.

Tempestwalker

Starting at 17th level you move light on your feet like air. You gain additional movement speeed equal to the temporary hit points you currently possess, rounded down to the nearest 5, with a minimum of 5. When you have temporary hit points, you ignore the effects of difficult terrain and have advantage to resist and escape from becoming grappled and restrained.

Windwalker Rogue

Windwalkers are rogues who channel the stillness and fury of the air itself, blending graceful movement with precise gale-force strikes. They harness wind not as a weapon of destruction, but as a fluid extension of their body to redirec force, flow around threats, and strike when least expected. Every motion is purposeful, swift, and deadly in execution. To fight a Windwalker is to battle the wind; untouchable, ever-moving, and impossible to pin down.

Windwalker Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your Earthshaker spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Cantrips

You learn Gust and two cantrips of your choice from the Windwalker spell list. You learn an additional Windwalker cantrip of your choice at 10th level.

Spell Slots

The Earthshaker Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Windwalker spells of your choice.

The Spells Known column of the Windwalker Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the Windwalker spell list, and must be of a level for which you have spell slots.

Whenever you gain a level in rogue, you can replace one of the spells you know with another spell of your choice from the Windwalker spell list.

Quick Winds, Quick Hands

Starting at 3rd level, you weave wind into every movement creating a breeze that can throw off even the most aware opponents. You can use your cunning action to cast your Gust cantrip and you can cause one of the additional following effects to occur if they fail the strength saving throw.

  • The target's feet are tripped up and their movespeed is reduced by 10 until the end of their next turn.
  • The wind knocks them off balance so your next attack against this target before the end of your next turn applies your sneak attack dice.
  • They're disoriented, causing their next attack roll before the end of their next turn to be made at disadvantage.

Run Like the Wind

Starting at 9th level, the wind boosts your every step. Your speed increases by 10. This further increases to 15 feet when you hit 17th level.

Dual Winds

Starting at 13th level, you can control multiple streams of air to trip up multiple foes at once or even boost your allies to where they want to go. You can target two targets with Gust and gain the ability to choose to provide targets with a tailwind that instead of Gust's normal effects increases their movement speed by 10 until the end of their next turn.

Gone With The Wind

Starting at 17th level, you have become unparalleled in your evasiveness, as if as intangible as the wind itself. When you make a sneak attack, whether you hit or miss, until the end of your next turn your movespeed is increased by 5 and you cannot be targeted by attacks of opprutunity.

Cantrips (0 Level)
  • Mage Hand (The hand is invisible as it is made from wind)
  • Thunderclap
  • Ray of Frost
  • Resistance
  • True Strike
  • Autumn Wind
  • Zephyr Dart
1st Level
  • Catapult
  • Chromatic Orb (Thunder damage only)
  • Shield
  • Thunderwave
  • Zephyr Strike
  • Fog cloud
  • Wind Boost
  • Zephyr's Whispers
2nd Level
  • Dust Devil
  • Gust of Wind
  • Levitate
  • Warding Wind
  • Aerothrust Leap
  • Knock
  • Zephyr Veil
3rd Level
  • Wind Wall
  • Elemental Weapon (Thunder or cold only)
  • Haste
  • Fly
  • Stinking Cloud
  • Winds of Convergence
4th Level
  • Speedy Courier
  • Windsword
  • Wind Tunnel
  • Freedom of Movement
  • Conjure Minor Elementals (Air only)
 

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