Lava, Lightning,
and Wind! Oh my!
Elemental Spellbooks
Lava, Earth, Water, Wind, Ice, and Lightning!
Pyromancy
The flames of wrath
Pyromancers burn all to ash, creating an inferno to bathe the world until there's nothing left to burn. They border between madness and genius with a fusion of flame, sword, and spell. So long as there's someone left on the battlefield, there's charcoal left to fuel their firey wrath.
Bursting Cinders
Evocation cantrip
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Warlock, Wizard
You light a small ember at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d8 Fire damage. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Firey Palm
Evocation cantrip
- Casting Time: 1 Action
- Range: Touch
- Components: V
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Warlock, Wizard
Your hands emit a searing heat to burn a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Flame Skin
1st level transmutation
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Wizard
You cause yourself to burst into flame. You gain advantage on Charisma (Intimidation or Performance) checks, resistance to cold damage, and any creature that makes physical contact with you takes 1d6 fire damage on the first time they touch you on a turn and when they start their turn while in contact with you.
Pyronado
3rd level Conjuration
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
You create a small firey tornado at a point you choose within range. The twister is a 5-foot radius, 30-foot tall column of flame. As a bonus action on subsequent turns, you can cause the cyclone to move up to 10 feet along a solid surface. Creatures that start their turn within 15 feet of the cyclone must make a Strength saving throw or be pulled 5 feet toward the center of the cyclone.
Creatures that enter the cyclone for the first time on a turn or start their turn inside the cyclone must make a Strength saving throw. On a faulure, they take 4d6 fire damage and are tossed 15 feet into a random direction, determined by the dm. On a success they take half damage and are deposited in a space within 5 feet of the cyclone.
At Higher Levels. The fire damage increases by 1d6 for each slot level above 3rd.
Third Degree
4th level Necromancy
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Demonologist, Sorcerer, Warlock, Wizard
You sear the skin of a creature that you can see within range. The target must succeed on a Constitution saving throw or become stunned with sheer pain for the duration. It can repeat the saving throw at the end of each of its turns, ending the spell on a success.
If a creature has skin, feathers, fur, or scales, it takes 2d6 fire damage whenever it fails a saving throw against this spell.
At Higher Levels. The damage damage increases by 1d6 for each slot level above 4th.
Phoenix Barrage
5th level evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Shaman, Sorcerer, Wizard
You ascend to the sky with wings of flame and fragments like miniature suns. For the duration, you gain a flight speed of 60 feet and can hover. You also gain four flaming motes that flit aorund you. You can, as a bonus action, hurl these orbs at a point you can see within 120 feet. Each creature within a 10-foot radius of the point must make a Dexterity saving throw. On a failure, they take 4d8 fire damage. On a success, they take half damage.
The spell ends at the start of your next turn after you have fired the last orb.
At Higher Levels. You create one additional orb for every other slot level above 5th.
Flaming Serpents
6th level evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Demonologist, Warlock, Sorcerer, Wizard
You extend flames from your hand, creating a pair of long whip-like flames. The flames have a range of 60 feet. For the duration, as a bonus action you can perform one of the following features:
- Sizzling Slash. Make a ranged spell attack on a target within range. On a successful hit, you deal 4d8 fire damage.
- Constricting Cinders. A target must make a Dexterity save or take 2d8 fire damage and be grappled until the end of your next turn.
- Flame Crack. Choose a point in range that you can see. All creatures in a 5-foot radius of that point must make a Dexterity saving throw. On a fail, they take 2d6 Fire damage and 2d6 Thunder damage and are pushed 5 feet directly away from the point. On a success they take half and are not moved.
Flamable objects that are hit and aren't being worn or carried start burning.
Volcanomancy
The fusion of fire and stone
Volcanomancers command the violent mixture of fire and earth, wielding lava a devestating weapon. 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 intense heat rising from below.
Material components?
Lava is made from stone, melted and spreading with most spells require stone to be present to melt down. If this is the case, they are required, even if using an arcane or druidic focus, or holy symbol.
Concealing Ash
Evocation Cantrip
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Sorcerer, Wizard
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. 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
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a piece of stone, which the spell uses)
- Duration: Instantaneous
- Classes: Druid, Shaman, Sorcerer, Wizard
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 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
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a piece of stone, which the spell uses)
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Bard, Druid, Priest, Shaman, Sorcerer
You conjure an orb of glowing lava, shedding dim 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 take 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
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Demonologist, Druid, Shaman, Sorcerer, Wizard
You cause the ground under a target to crack and release toxic, heated gasses. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. Additionally, creatures in a 5-foot radius around the target must make a Constitution saving throw, taking 1d4 poison damage on a failed save. 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
- 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 worth at least 1sp, which the spell consumes)
- Duration: Instantaneous
- Classes: Artificer, Cleric, Druid, Grave Knight, Shaman, Sorcerer, Wizard
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
- Casting Time: 1 Action
- Range: 45 Feet
- Components: V, S, M (nearby gravel or sand, which the spell uses)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Demonologist, Druid, Ranger
You conjure a field of smoldering coals and shards 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 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 adjacent 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
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S, M (a stone surface large enough to contain the original casting area)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Shaman, Sorcerer, Warlock, Wizard
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, 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. Forced movement does not trigger this damage.
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 cools and returns to normal.
At Higher Levels. The spell's initial damage increases by 1d4 for each slot level above 2nd.
Magma Armor
2th level abjuration
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S, M (nearby stone, which the spell uses)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Grave Knight, Paladin, Ranger, Sorcerer, Wizard,
You surround a willing target in swirling magma, granting them resistance to fire damage and a +2 bonus to their 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
- Casting Time: 1 Action
- Range: Self (30-foot radius)
- Components: V, S, M (a stone surface large enough to contain a 15 foot radius)
- Duration: 1 round
- Classes: Demonologist, Sorcerer, Warlock, Wizard
You transform the ground into a torrent of molten rocks and ash in a 30-foot radius centered on yourself. Each creature, other than yourself, 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
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (nearby stone, which the spell uses)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Demonologist, Paladin, Ranger
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
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (a small stone, which the spell uses)
- Duration: Instantaneous
- Classes: Druid, Shaman, Sorcerer, Wizard
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 since the end of your previous turn, the spell deals damage as if it were a critical hit.
Volcanic Tremor
4th level evocation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (an earthen surface large enough to contain the original casting area)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Priest, Shaman, Sorcerer, Warlock, Wizard
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 force 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
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a 5 foot square of loose earth or stone)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Demonologist, Druid, Shaman, Sorcerer, Warlock, Wizard
You churn the ground to form a molten hand that clings to a target you can see 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. Make a melee spell attack. On a hit it deals an additional 1d6 fire damage and 1d6 force damage.
At Higher Levels. The initial damage increases by 1d6 for each slot level above 5th.
Inferno Nova
6th level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (an earthen surface large enough to contain a 15 foot radius)
- Duration: Instantaneous
- Requirements: Demonologist, Sorcerer, Warlock, Wizard
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 1d6 fire and 1d6 poison damage.
At Higher Levels. The initial and poison damage damage both increase 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, M (an earthen surface large enough to contain a 10 foot radius)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Shaman, Wizard
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
- Casting Time: 1 Action
- Range: 300 feet
- Components: V, S, M (a statuette of a volcanic, light or forge domain god or a ruby worth 1000gp, which the spell consumes)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Shaman, Sorcerer, Wizard
You unleash the unbridled fury of a volcanic eruption at a point within range. A massive explosion engulfs a 45-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 success. The explosion creates a pool of liquified earth in the affected area, dealing 5d6 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 to engulf targets within 5 feet of the pool, forcing them to make a constitution saving throw or take 5d6 fire damage.
For the duration of the spell, the radius of the lava pool increases by 5 feet at the start of each of your turns, up to a maximum of a 100-foot radius.
When the spell ends, the pool persists for 10 minutes before cooling and forming a field of solid stone. It can be cooled early with water, such as with the Create or Destroy Water spell or the torrent feature from a Decanter of Endless Water.
Terramancy
The stoneborn biscipline
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 magic. Terramancy is the art of changing the very stones of the world, transforming the simple rocks we take for granted to a force that can level entire landscapes.
Material components?
Many Terramancy spells manipulate the earth around you as a material component, shaping stone and earth to create effects. If nearby stone, earth, or sand is part of the material component, it is still required for casting the spell, even if using an arcane focus.
Craggy Armament
Transmutation Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (loose earth or stone nearby, which the spell uses)
- Duration: Instantaneous
- Classes: Artificer, Druid
You gather loose earth, such as gravel, sand, or non-igneous stone, to form into a one-handed weapon of your choice. This weapon deals 1d6 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 (1d8), 11th level (1d10), and 17th level (1d12).
Earthen Pillar
Transmutation Cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: S, M (stone, earth, or stone nearby, which the spell uses)
- Duration: 1 hour
- Classes: Druid, Wizard, Sorcerer
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. Make a ranged spell attack. On a hit, the target takes 1d12 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
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a handful of sand, which the spell uses)
- Duration: Instantaneous
- Classes: Demonologist, Druid, Warlock, Wizard, Sorcerer
You hurl a 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 slashing 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
- Casting Time: 1 reaction, which you take when a creature within 30 feet of you falls prone
- Range: 30 feet
- Components: V, S, M (a stone surface underneath the target, which the spell uses)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger, Warlock, Wizard, Sorcerer
You create a spine of earth beneath a prone creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 bludgeoning damage and you may move them 5 feet to an available space of your choice. The creature takes half damage on a success and is not moved. 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. The damage increases by 1d8 for each slot level above 1st.
Embrace the Earth
Divination 2
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Druid, Ranger, Wizard
You attune to the earth to sense vibrations in the ground. You gain tremorsense in a 30 foot emanation around you. This ability allows you to detect and locate creatures and objects in contact with the ground within the emanation, even if you directly cannot see them.
At higher levels. The range of tremorsense increases by 15 feet for each slot level above 2nd.
Seismic Upheaval
Evocation 2
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: instantaneous
- Classes: Bard, Demonologist, Sorcerer, Warlock, Wizard
You create an upheaval of earth in a 5-foot radius, 10-foot tall pillar 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 DM. On a successful save, a creature takes half damage and is not moved. Structures in the area automatically fail the save and take double damage.
At Higher Levels. Tthe damage increases by 1d8 for each slot level above 2nd.
Sandstorm
Evocation 3
- 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
- Classes: Bard, Druid, Shaman, Sorcerer, Warlock, Wizard
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. For the duration of the spell, the area is heavily obscured and any creature that enters the area for the first time or starts its turn there must succeed on a constitution saving throw or take 3d8 slashing damage from the abrasive sand particles. On a success, they take half damage.
At Higher Levels. The radius of the sandstorm increases by 5 feet and the damage increases by 1d8 for each slot level above 3rd.
Seismic Slip
Transmutation 3
- 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
- Classes: Druid, Ranger, Shaman, Sorcerer
You cause the ground beneath a creature to momentarily shift, imposing disadvantage on its weapon attack rolls until the start of its next turn. If an 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
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a small pebble, which the spell consumes)
- Duration: Instantaneous
- Classes: Artificer, Druid, Ranger, Wizard
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. The damage increases by 1d8 for each slot level above 4th.
Fissure
Evocation 6
- Casting Time: 1 action
- Range: Self (100-foot)
- Components: V, S, M (a small piece of cracked stone)
- Duration: Instantaneous
- Classes: Demonologist, Cleric, Druid, Shaman, Warlock, Wizard
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.
The tremor deals 40 bludgeoning damage to any structure in contact with the ground in the area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 17 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Rockslide
Transmutation 7
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (nearby stone, gravel, sand, or loose earth, that the spell uses)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard
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, is knocked prone, and is buried in the rubble, requiring a DC 17 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. 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. The damage increases by 1d8 for each slot level above 6th.
Hydromancy
The tidebound art
From tranquil streams to towering tsunamis, hydromancy transforms the seas, oceans, and rivers to the caster’s command. With chilling waves and relentless torrents, hydromancers flood the battlefield and drag foes to the dark abyss. To control water is to seize the push and pull of of the seas and drown those who try to swim against the tides.
Material components?
Much like other schools, many of these spells require nearby water. Despite their lacking a cost, they must still be present to cast some of these spells. Nearby, while vague, implies that they are within sight of you. Of course, a Decanter of Endless Water should provide plenty of water for use.
Aquatic Tether
Conjuration Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Druid, Shaman, Wizard, Sorcerer
You conjure a tether of water up to 30 feet long. One end of the tether attaches to an object or surface of your choice within range, and the other end forms a handle that you can grasp. The tether is weightless and has a tensile strength equivalent to a thick rope. You can use the tether to pull or suspend objects, anchor yourself to a stationary object, or climb.
The tether disappears if it is ever more than 30 feet away from you, or if you dismiss it, no action required.
Frigid Splash
Evocation Cantrip
- Casting Time: 1 action
- Range: 45 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
You hurl a chilled 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 5 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
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: instantaneous
- Classes: Druid, Paladin, Ranger, Shaman, Sorcerer
You propel yourself forward like a pressurized jet of water. As part of casting this spell, you can immediately move up to your 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 spell. On a hit the target takes 2d6 bludgeoning damage and is pushed back 5 feet. 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. The damage increases by 1d6 for each slot level above 1st.
Downpour
Transmutation 1
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M(a nearby source of water worth 1sp)
- Duration: instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Shaman, Wizard
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 cold damage. On a successful save, the creature takes half damage. This extinguishes any exposed, non-magical flames.
At Higher Levels. The damage increases by 1d6 for each slot level above 1st.
Pulmonary Drench
Conjuration 1
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: instantaneous
- Classes: Bard, Demonologist, Grave Knight, Sorcerer, Wizard
You launch a concentrated stream at a creature within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning and chokes on the water, rendering it unable to speak or communicate in any intelligible way, including the verbal components of spells, for until the end of their next turn. On a success the creature takes half damage and is able to speak.
At Higher Levels. The damage increases by 1d6 for each slot level above 1st.
Fluid Redirect
Abjuration 2
- 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
- Classes: Artificer, Druid, Psion, Shaman, Sorcerer, Wizard
You conjure a watery shield that grants you the ability to reflect ranged attacks and low 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
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a hat with a veil)
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Bard, Druid, Grave Knight, Ranger, Sorcerer, Wizard
You surround yourself with a veil of mist in a 5 foot emanation from you, making everything inside heavily obscured for the duration. While obscured by the mist, you gain resistance to fire and radiant damage.
Wave Surge
Transmutation 2
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (nearby water, which the spell uses)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Druid, Sorcerer, Wizard
You summon a waist-high wave of water that flows with you as you move. For the duration, you gain the following benefits:
- You can safely move across any surface, difficult terrain or otherwise, as if it were solid ground.
- As a bonus action on your turn, you can push and pull creatures within 10 feet of you. The targets must succeed on a Strength saving throw or be knocked prone.
- You have advantage on saving throws to avoid being grappled or restrained.
At Higher Levels. The damage increases by 1d6 for each slot level above 2nd.
Aquaform
Transmutation 3
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a droplet of water)
- Duration: Concentration, up to 1 minute
- Classes: Demonologist, Druid, Sorcerer, Warlock, Wizard
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
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Nearby whater, which the spell uses)
- Duration: 1 round
- Classes: Artificer, Druid, Ranger, Shaman, Wizard
You create a liquid platform that propels you forward. Until the start of your next 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 other direction not on a solid surface as if you were swimming. This movement does not provoke attacks of opportunity.
- As you glide, the water forms a 10 foot emanation around you. Any creature that enters the emanation for the first time must make a Dexterity saving throw or take 4d6 cold damage. On a successful save, the creature takes half damage.
At Higher Levels. The damage increases by 1d6 and the distance increases by 10 feet for each slot level above 3rd.
Tidal Grasp
Transmutation 4
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round
- Classes: Artificer, Demonologist, Grave Knight, Paladin, Ranger, Sorcerer
You channel the power of the ocean into your hands, empowering your melee attacks with the force of a tidal wave. Until the end of your next turn, your melee weapon attacks and unarmed strikes deal an additional 8d4 cold damage.
Torrent
Evocation 4
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (nearby whater, which the spell uses)
- Duration: Instantaneous
- Classes: Artificer, Demonologist, Druid, Ranger, Wizard
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. Tthe radius of the circle increases by 5 feet for every level cast above 4th.
Torrential Downpour
Evocation 5
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Nearby whater, which the spell uses)
- Duration: 1 round
- Classes: Artificer, Druid, Ranger, Wizard
A torrent of water 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. The radius of the circle increases by 5 feet for every level cast above 4th.
Abyssal Inundation
Conjuration 6
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of sea water and nearby water, which the spell uses)
- Duration: Concentrationup, to 1 minute
- Classes: Demonologist, Druid, Sorcerer, Warlock, Wizard
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. 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 piece of chain and nearby water water, that the spell uses)
- 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. 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.
Cryomancy
The Frigid 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. They take 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
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: 1 minute
- Classes: Artificer, Druid, Priest, Shaman, Wizard
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
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
- Classes: Artificer, Demonologist, Shaman, Sorcerer, Wizard
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
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
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
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: instantaneous
- Classes: Artificer, Druid, Sorcerer, Wizard
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
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 round
- Classes: Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
You briefly coat your feet in a slick layer of ice, allowing you to move across difficult terrain as if it were normal terrain until the start of your next turn.
Brittle Grasp
Necromancy 1
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Demonologist, Sorcerer, Warlock, Wizard
A spectral hand of ice reaches out to touch a creature within range. Makea ranged spell attack. On a hit, you deal 2d8 cold damage. If the target is wearing metal 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. The damage increases by 1d8 and armor class reduction increases by 1 for each level above 1st.
Frigid Smite
Evocation 1
- 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
- Classes: Paladin
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, its movement speed is reduced by 10 feet until the start of your next turn.
Frostweave
Conjuration 1
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small piece of frostweed)
- Duration: Instantaneous
- Classes: Druid, Ranger, Shaman
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. You may target an additional target for each level above 1st.
Ice Shard
Conjuration 1
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Up to 1 minute
- Classes: Demonologist, Sorcerer, Wizard
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
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
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
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Ranger, Sorcerer, Warlock
You attempt to freeze a creature's feet in place. The target must make a Constitution saving throw. On a failed save, they take 2d6 cold damage. At the start of their next turn they take 1d6 cold damage and their speed is halved until the end of the same 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 their subsequent turn. On a success they take half the initial damage and no additional effects occur.
At Higher Levels. The initial damage increases by 1d6 for each level above 2nd.
Frigid Embrace
Abjuration 2
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 3 rounds
- Classes: Bard, Cleric, Druid, Priest, Ranger
You target a willing creature within range, enveloping it in a soothing frost. For the duration, the creature is immune to cold damage and gains resistance to all other damage, and, at the start of each of its turns, 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 at advantage to break free, should they so choose. On a successful save, the spell ends.
Frostbite Barrage
Evocation 2
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
You unleash a barrage of three freezing projectiles at targets within range. You can launch them at one target or several. 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 speed is reduced by 10 feet until the end of its next turn. A creature cannot be effected by this reduction twice in the same casting of the spell.
At Higher Levels. You create one additional barrage for each slot level above 2nd.
Frost Cannon
Conjuration 2
- 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
- Classes: Grave Knight, Paladin, Sorcerer, Wizard
You conjure a medium-sized icy cannon on the ground at a point within range that you can see. 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. The damage for both options increases by 1d6 and 1d8 damage for each level above 2nd. Additionally, the cannon gains 5 additional hit points for each level above 2nd.
Frostburst
Evocation 3
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a melee weapon worth at least 1sp)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
You launch a burst of frigid energy at an enemy creature you can see 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 15 feet of the original target. Each secondary target takes must make a dexterity saving throw or take 3d8 cold damage dealt.
At Higher Levels. The initial damage increases by 1d8 for each slot level above 3rd.
Frozen Shroud
Transmutation 4
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a vial of superchilled seawater)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Sorcerer, Wizard
You unleash a chilling mist on an enemy you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is enveloped in frigid mist 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, preventing them from benefiting from the Invisible condition.
Glacial Vortex
Evocation 4
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (a small frozen crystal)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warlock, Wizard
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. The initial damage increases by 1d8 for each level above 4th.
Glacier Hammer
Conjuration 4
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a mallet and an ice cube)
- Duration: Instantaneous
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
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. The cold damage increases by 1d8 for each level above 4th.
Boreal Radiance
Evocation 5
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S, M (a prism made of ice)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Bard, Druid, Paladin, Wizard
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. The radiant damage increases by 1d8 for each slot level above 5th.
Glacial Surge
Evocation 5
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a mallet and an ice cube)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
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. The damage increases by 1d6 for each level above 5th.
Thermal Shock
Transmutation 6
- Casting Time: 1 action
- Range: 120 feet)
- Components: V, S, M (a torch and crushed ice)
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
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. The cold damage increases by 1d8 for each slot level above 6th.
Summon Winter
Evocation 7
- Casting Time: 10 minutes
- Range: Self (5 mile radiuse)
- Components: V, S, M (a miniature snow globe)
- Duration: Concentration, up to 8 hours
- Classes: Cleric, Druid, Wizard
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
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
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.
Aeromancy
The Voice of the Tempest
Aeromancers command the endless sky— wild, unbound, and ever shifting. With wind as a blade and storm as their fury, they slice through the battlefield with raging winds, capable of leveling buildings. To wield the air is to strike without warning and vanish like a dying breath.
Autumn Wind
Illusion Cantrip
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Druid, Priest, Wizard
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, distracting or entertaining targets.
Gale Burst
Evocation Cantrip
- Casting Time: 1 Action
- Range: 30 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Shaman, Sorcerer, Wizard
You create a small burst of compressed air. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is moved 5 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
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Shaman, Sorcerer, Wizard
You jet 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
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Shaman, Sorcerer, Wizard
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 5 feet 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
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Priest, Sorcerer, Wizard
You conjure a focused gust of wind that fans the flames of an open fire within range, igniting any flammable objects or surfaces in its path. For the duration of the spell, as a bonus action, you can extend open flames to 2 adjacent 5-foot squares or snuff out 2 5-foot suares of fire entirely. This spell does not create fire, only aplifies existing flames.
At Higher Levels. You can extend the fire into an additional 5-foot square for each spellslot level above 1.
Warding Chimes
Enchantment 1
- Casting Time: 1 bonus action
- Range: 60 Feet
- Components: V, S, M (a handful of brass tubes)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Cleric, Druid, Priest
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 have advantage on saving throws against being frightened or charmed for the duration.
Wind Boost
Transmutation 1
- 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
- Classes: Artificer, Priest, Ranger, Shaman
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 or launch a a tiny object, such as a stone, dagger, vial, or ammunition, 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
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a ball of cotton on a twig)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Druid, Ranger, Wizard
You attune your senses to the subtle movements of the air, granting you advantage on Wisdom (Perception) checks involving hearing for the duration.
Aerothrust Leap
Evocation 2
- Casting Time: 1 Bonus action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Ranger, Shaman, Sorcerer
You leap boosted by a powerful gust allowing you to leap up to 30 feet in any direction you choose. This movement doesn't provoke opportunity attacks or cause fall damage.
Aero Distortion
Conjuration 2
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Warlock, Wizard
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 for the duration.
At the end of each of their turns, the target can repeat the wisdom saving throw, ending the spell on a success
At Higher Levels. You may target an additional target for each level above 2nd.
Zephyr Veil
Illusion 2
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Druid, Priest, Psion, Sorcerer, Warlock, Wizard
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 that obscures their vision. The target must succeed on a Dexterity saving throw or be blinded by their own clothing until the end of their next turn. Additionally, the target's movement speed is reduced by 10 feet as they struggle to move 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
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
You channel the fury of a twister, 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 4d8 thunder 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 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
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S, M (two small feathers)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Sorcerer, Wizard
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 range 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.
At Higher Levels. The distance apart and distance pulled increases by 10 feet for each level above 3rd.
Windsword
Evocation 4
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Grave Knight, Ranger Sorcerer, Wizard, Warlock
You create a blade of compressed air that surrounds a weapon or hands. Your attacks with this weapon or your 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
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Shaman, Sorcerer, Wizard
You create an invisible, tunnel-like barrier made of compressed air between two points you choose within range. The tunnel is 5 feet wide and extends up to 60 feet in a straight between the 2 points of your choice. Any creature attempting to move outside the tunnel can only move forward or backwards, and any attempt to move through the wall requires a Strength (Athletics) checks against your spellsave DC. The spell also prevents attacks and spells from passing through the tunnel.
Cyclone Grip
Evocation 5
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S, M (two small feathers)
- Duration: Concentration, up to 1 minute
- Classes: Shaman, Sorcerer, Wizard
You create a raging whirlwind that grasps a creature you can see 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. For the spell's duration you can use a bonus action on each of your turns to command the whirlwind to move the target up to 10 feet in any direction, but it cannot be moved outside of the spell's range.
At the end of each of the creature's turns, it can make a Dexterity (Acrobatics) check against your spellsave DC to escape the vortex. On a success the spell ends.
Storm Strike
Evocation 5
- Casting Time: 1 Action
- Range: 150 Feet
- Components: V, S, M (a weathervane)
- Duration: Instantaneous
- Classes: Druid, Shaman, Sorcerer, Wizard
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.
At Higher Levels. The lightning damage increases by 1d8 for every spell slot level above 5th.
Gale Blades
Evocation 6
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Demonologist, Sorcerer, Warlock, Wizard
You create two sharp blades of violent wind and 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
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
You conjure a powerful twister with a 10-foot radius at a point you can see 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 30 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
Tiny Hurricane
Conjuration 9
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
You conjure a controlled twister of elements at a point you can see within range. The hurricane has a 30-foot radius and extends into the clouds, swirling with violent winds, pounding hail, and crackling lightning. All creatures within the hurricane's area must make a Strength saving throw or take 3d10 thunder, 3d10 cold, 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 thunder, 2d8 cold, 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:
Debris. 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.
Track. 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
- Casting Time: 1 Action
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Demonologist, Sorcerer, Warlock, Wizard
With a surge of raw power, the caster fills their body with an overwhelming amount of air, transforming themselves into a living bomb. 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 20d12 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.
Electromancy
The Livewire Doctrine
Fast, furious, and blindingly precise, electromancy specializes in harnessing the raw power of lightning with destructive grace. They shatter defenses with volleys of bolts, shatter walls with the accompanying thunder claps, and statically charge foes to slow them to be unable to dodge becoming little more than charcoal. To master lightning is to leave nothing but the echo of your strike behind.
Electrostatic Grip
Transmutation Cantrip
- Casting Time: 1 Action
- Range: Self
- Components: S, M (a pair of wool gloves)
- Duration: 1 round
- Classes: Artificer, Bard, Shaman, Druid, Wizard
You charge yourself with static electricity, imbuing your limbs with the ability to cling to surfaces. Until the end of your next turn you gain a climbing speed equal to your speed. Additionally, you gain advantage on any checks or saving throws to avoid being moved against your will.
Jolt
Evocation Cantrip
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Shaman, Sorcerer, Warlock, Wizard
You hurl bolt of electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
Shocking Arc
Evocation Cantrip
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Demonologist, Sorcerer, Warlock, Wizard
You unleash a bolt of lightning that arcs between creatures. Choose a target within range. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage, and you can choose another creature within 15 feet of the original target. The lightning arcs to that target using the same attack roll dealing 1d4 lightning damage. This spell's initial damage increases by 1d6 and the bounce by 1d4 when you reach 5th level (2d6 + 2d4), 11th level (3d6 + 3d4), and 17th level (4d6 + 4d4)
Static Bond
Transmutation Cantrip
- Casting Time: 1 Action
- Range: Touch
- Components: S, M (a pair of woolen socks)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Warlock, Wizard
With a touch, you imbue a willing creature or object with strong static charge to create an adhesive bond with the next surface it comes into contact with. If the object they are attached to cannot be moved, their speed is reduced to 0 until they are removed. An unwilling creature must make a strength saving throw. The bond can support the weight of the creature or object for the duration, up to a maximum of 50 pounds. To remove or move them it requires using an action to make a Strength (Athletics) check contested by your spell save DC.
You may only apply this on a single object at a time. This spell's weight it can support increases by 50 when you reach 5th level (100), 11th level (150), and 17th level (200)
Static Grasp
Evocation Cantrip
- Classes: Bard, Druid, Wizard
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You reach out to static cling a creature in place. The target must make a strength saving throw. On a fail the target takes 1d6 lightning damage, and their movement speed reduced to 10 feet until the end of their next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Arcane Surge
1st level evocation
- Casting Time: 1 reaction, which you take when an ally within range makes a weapon attack or unarmed strike
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard
When an ally within 60 feet makes a weapon attack or unarmed strike, you can use your reaction to infuse their strike with a surge of electrical energy. You can do this after they roll the attack but before finding out if it hits. The attack gains an additional 2d8 lightning damage. The charge dissipates immediately after the damage is dealt.
At Higher Levels. The damage increases by 1d8 for every other slot level above 1.
Electrify
1st level transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Demonologist, Druid, Ranger, Sorcerer, Warlock, Wizard
You touch an object that is not being worn or carried, infusing it with a static charge. The next creature that touches the object within the duration takes 4d6 lightning damage. The charge dissipates after dealing damage.
At Higher Levels. The damage increases by 1d6 for each slot level above 1.
Electromagnetic Affliction
1st level transmutation
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a lodestone)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Demonologist, Shaman, Sorcerer, Warlock, Wizard
You project a magnetic field onto a target within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 lightning damage at the start of each of its turns for the duration. Additionally, the target has disadvantage on Strength and Dexterity ability checks.
The spell ends if the creature leaves your range.
At Higher Levels. The damage increases by 1d8 for each slot level above 1st.
Lightning Loom
1st level transmutation
- Casting Time: 1 Bonus action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Ranger, Wizard
You creating a shimmering web or woven electricity. The web covers a 10-foot cube within range. The cube is considered difficult terrain and any creature that enters the web for the first time on a turn or starts its turn there must make a Dexterity saving throw or take 2d4 lightning damage. The web grants half-cover to creatures behind it, and any ranged attack passing through the web or dealing damage to a creature inside the web deals an additional 1d6 lightning damage
Stimulating Shock
1st level transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Priest, Wizard
You touch a creature, sending a surge of electrical energy to energize their muscles. For the duration, the target has advantage on Dexterity saving throws, and their speed increases by 10. Additionally, they have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
At Higher Levels. The duration increases by 10 minutes for each slot level above 1st.
Defibrilator
2nd level evocation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Demonologist, Sorcerer, Warlock, Wizard
You shock life energy into a fallen creature. When you touch a creature that has 0 hit points, but is not dead, that creature regains 1 hit point and temporary hit points equal to 1d10 + your spellcasting ability modifier.
This does not work on creatures vulnerable to lightning damage or creatures lacking a heartbeat. Mechanical creatures gain twice the temporary hit points from this spell.
Lightning Lasso
2nd level evocation
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a rope and lodestone)
- Duration: Concentration, up to 1 minute
- Classes: Demonologist, Sorcerer, Warlock, Wizard
You create a lasso of crackling lightning energy and attempt to ensnare a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 lightning damage, and a tether of lightning connects you to the target.
On each of your subsequent turns, you can take a bonus action to Constrict the tether, dealing 2d6 lightning damage to the ensnared target or you can take an action to pull the ensnared target towards you. The target must make a Strength saving throw. On a failed save, the target is pulled 10 feet towards you.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
At Higher Levels. The initial damage increases by 1d8 for each spell slot level above 1st.
Static Discharge
2nd level evocation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a piece of amber)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Sorcerer, Wizard
You infuse a creature within range with static electricity. An unwilling creature must make a constitution saving throw. On a fail, until the spell ends, the target has a 10-foot emanation. Any creature that starts its turn within the emanation takes 2d6 lightning damage.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
At Higher Levels. The damage increases by 1d6 for each slot level above 2nd.
Chain Reaction
3rd level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Shaman, Sorcerer
You release a burst of electricity that arcs between multiple targets at a target within range. Make a ranged spell attack. On a hit, the target takes 3d8 lightning damage. For the the duration you can use your bonus action on subsequent turns to make a ranged spell attack on a different target within 30 feet of the original target dealing 2d8 thunder damage.
At Higher Levels. The initial damage increases by 1d8 for each spell slot level above 3rd.
Ride the Lightning
3rd level evocation
- Casting Time: 1 reaction, which you take when a creature within range you can see uses a spell or ability that deals lightning damage
- Range: 90 feet
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Paladin, Ranger, Sorcerer, Wizard
You leap onto electric charges to travel with them in the blink of an eye. When a creature within 60 feet of you casts a spell or uses a feature, you can use your reaction to ride the lightning, teleporting to the target location of the spell. If the spell is an area of affect, you can teleport to a spot of your choice within the area and within range. The teleportation is instantaneous and you do not take damage from the triggering spell.
Thundering Resonance
3rd level evocation
- Casting Time: 1 Action
- Range: Self (15-foot emanation)
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Warlock, Wizard
You create an aura of thundering resonance within a 15-foot radius centered on a point within range. Each hostile creature that starts its turn in the area must make a Wisdom saving throw. On a failed save, the creature takes 3d6 thunder damage and 1d6 lightning damage, and is deafened until the start of its next turn. On a successful save, the creature takes half of each type of damage and is not deafened.
At Higher Levels. The initial damage increases by 1d6 for each spell slot level above 3rd.
Rejuvinating Storm
4th level evocation
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Druid, Priest, Ranger, Shaman, Warlock
You conjure spirits from the Elemental Planes that flit around you in a 20-foot Emanation for the duration. Hostile creatures that start their turn in the area take 4d8 lightning damage, and you gain temporary hit points equal to half the damage dealt. On each of your subsequent turns, you can take a bonus action to Constrict the tether, dealing 2d6 lightning damage to the ensnared target or you can take an action to pull the ensnared target towards you. The target must make a Strength saving throw. On a failed save, the target is pulled 10 feet towards you.
At Higher Levels. The damage increases by 1d8 for each slot level above 4th.
Thundering Charge
4th level evocation
- Casting Time: 1 Action
- Range: 300 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Paladin, Ranger, Sorcerer, Wizard
You charge like rolling thunder. When you cast Thunderous Charge, you choose a target within 300 feet that you can see. For the duration, your speed increases by 60 feet, and you must move towards the target using the most direct route. If you have flight you can bypass obstacles up to 15 feet tall. If the target moves out of the spell's range the spell ends.
As you charge, you can use your bonus action to make a melee spell attack against a creature in your path. On a successful hit, the target takes 2d8 thunder damage and must make a Strength saving throw or be knocked prone as you bowl them over.
Electromagnetic Burst
5th level evocation
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a large magnet)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Sorcerer, Wizard
You unleash a burst of static electricity in a 20-foot radius centered on a point within range you can see. OCreatures within the area must make a Strength saving throw. Objects that are not worn or secured and creatures of medium size or smaller take 7d6 lightning damage and are pulled up to 10 feet toward the nearest object or creature within the area. Creatures and objects of large size or larger cannot still take the damage, but are not moved. If an object or creature is equidistant from 2 objects or creatures they move towards the heavier of the two.
If a creature collides with an object or another creature because of this movement, their movement speed is reduced to 0 until the end of their next turn.
At Higher Levels. The initial damage increases by 1d6 for each spell slot level above 5th.
Storm Lord's Ire
5th level evocation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a holy symbol to a tempest domain god worth 100gp)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin, Priest, Ranger
You summon a divine tempest, releasing a surge of electrical energy at a target within range you can see. The target must make a Dexterity saving throw. On a failed save, it takes 6d8 lightning damage and becomes charged with electrical energy.
Until the spell ends, the charged target emits an electrified field in a 10-foot emanation. Any creature that starts its turn in this area must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much on a successful one. Additionally, the charged target itself takes 1d8 thunder damage at the start of each of its turns.
At Higher Levels. The initial damage increases by 1d8 for each spell slot level above 5th.
Storm Rider
5th level conjuration
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a flattened silver bar)
- Duration: Concentration, up to 1 minute
- Classes: Demonologist, Druid, Shaman, Sorcerer, Warlock, Wizard
You conjure a roiling storm cloud to carry you through the air. The cloud is Large and can support your weight and that of one additional Medium creature. While riding the storm cloud, you have a horizontal fly speed of 60 feet and have half cover from creatures below you. Once per turn, you can cause the cloud to rise or fall 10 feet without expending additional movement.
Additionally, as a bonus action on your turn, you can extend strikes of lightning from the storm cloud to shock creatures within a 5-foot radius cylinder directly below you, extending all the way towards the ground. Creatures in the area must make a Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels. The damage increases by 1d8 for each spell slot level above 5th.
Storm Veil
6th level abjuration
- Casting Time: 1 Action
- Range: Selv
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Shaman, Sorcerer, Warlock, Wizard
You shroud yourself in a veil of crackling lightning. Until the spell ends, you gain the following benefits:
- You are immune to lightning damage and have resistance to thunder damage.
- Attacks against you have disadvantageand you have advantage on Dexterity saving throws.
- Any creature that successfully hits you with a melee weapon or spell attack must make a Constitution saving throw or take 2d6 lightning damage.
Storming Discharge
6th level evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a lightningrod worth at least 50gp)
- Duration: Concentration, up to 1 minute
- Classes: Demonologist, Shaman, Sorcerer, Warlock, Wizard
You become a living conduit for the storm. For the spell's duration, you gain a 30-foot emanation of crackling force. Each creature that starts its turn in this area must make a Constitution saving throw or take 3d8 lightning and 2d8 thunder damage. On a successful save they take half damage. The emanation becomes difficult terrain as the vibrations disrupt the surroundings.
At Higher Levels. The initial damage increases by 1d8 for each spell slot level above 6th.
Greater Chain Lightning
8th level evocation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a piece of fur and a rod of amber)
- Duration: Instantaneous
- Classes: Shaman, Sorcerer, Wizard
You unleash a potent surge of electrical energy that arcs between multiple targets. Choose a target within range that you can see. A bolt of lightning arcs from you to the target. That target must make a Dexterity saving throw, taking 10d8 lightning damage on a failed save. On a success, they take half as much damage. The lightning then jumps to a maximum of three targets within 30 feet of the first target, dealing 7d8 lightning damage to each on a failed Dexterity save, half as much on a success.
After the first set of jumps, the lightning can repeat this process for a second set of jumps, targeting a different set of up to three new creatures within range. The second set of jumps deals 4d8 lightning damage to each target on a failed Dexterity saving throw, half as much on a success. A target cannot be effected by a bolt more than once.
At Higher Levels. The initial damage increases by 1d8 for each spell slot level above 8th.
Power Word: Storm Strike
8th level evocation
- Casting Time: 1 Action
- Range: 150 feet
- Components: V
- Duration: Instantaneous
- Classes: Shaman, Sorcerer, Warlock, Wizard
You invoke the wrath of the storm, calling down a colossal lightning strike to smite your foes. Each creature in a 10-foot radius, sky-high cylander centered on that point within range that you can see must make a Dexterity saving throw. On a failed save, a creature takes 8d10 lightning damage and become stunned until the end of its next turn. On a success they take half as much damage and are not stunned.
At Higher Levels. The initial damage increases by 1d10 for each spell slot level above 8th.
Celestial Thunderbolt
9th level evocation
- Casting Time: 1 Action
- Range: 150 feet
- Components: V, S, M (a statuete of a tempest domain diety, worth at least 500gp which the spell consumes)
- Duration: Instantaneous
- Classes: Shaman, Sorcerer, Warlock, Wizard
You call down a lightning strike from the heavens to smite a targeted creature or object. The target must make a constitution saving throw or take 5d10 + 10 lightning damage and 5d10 + 10 radiant damage and be stunned until the end of its next turn. On a success, they take half damage and are not stunned.
The thunderbolt's power ignore resistances and magical protections, such as Globe of Invulnerability or Wall of Force. It also dispells magical effects
Wield the elements
with aplomb!
Subclass Options
Pyromancers to storm chasers to sailors!
Artificer
Pyromaniac
Some artificers don't work with just tools, but flame itself- a page taken from many a wizards' spellbooks, as it were. They craft devestating weapons that spit flame, and launch gusts that can ricochet arrows back to the archer while torching anybody foolish enough to stand too close. Pyromania is a dangerous state of mind, but those who can walk this line of madness can tap into a primal force that, when wielded correctly, can often solve most problems.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Pyromaniac Spell List
| level | Spells |
|---|---|
| 3rd | Burning Hands, Fog Cloud |
| 5th | Pyrotechnics, Scorching Ray |
| 9th | Azshardalon's Stride, Fireball |
| 13th | Fire Shield, Wall of Fire |
| 17th | Immolation, Songal's Elemental Suffusion (Fire only) |
Bonus Cantrips
Also at 3rd level, you learn the Fire Bolt and Gust cantrips and they are treated as Artificer spells for you without impacting your number of cantrips known. In addition, you can use any object that can be lit aflame, such as a torch, as a spellcasting focus for your Artificer spells.
Weapons of Flame
Lastly at 3rd level, you can create your own flame-spouting weapon, able to torch enemies with ease. You can spend up to 8 hours to craft a flamethrower using both your Tinker's Tools and Alchemist's Supplies. This flamethrower can incoorperate a magical Rod, Staff, Wand, or Ranged Weapon you are proficient with, allowing its properties to be used by your flamethrower. The flamethrower has the following uses:
Ignition Spray. As an action, you can force creatures in a 15 foot cone in front of you. Creatures in the cone must make a Dexterity saving throw against your Artificer spellsave DC or take 1d8 fire damage. On a successful save, they take half damage. This damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
Compression Blast. When you are attacked with a ranged spell attack or ranged weapon attack, you can use your reaction to deflect the projectile. You reduce the damage by 1d10 plus your Intelligence modifier and Artificer level. If you reduce the damage to 0, you can redirect it to cast Fire Bolt at the creature that attacked you without needing verbal components.
You can use your Flamethrower to use these effects a number of times equal to your Intelligence modifier, regaining all expended uses when you complete a long rest. If you have no more uses of this feature, you can regain one use by expending a spellslot of 1st level or higher, no action required.
Intensifying Heat
Starting at 5th level, your passion for arson burns ever hotter than any infero. When you deal damage with an Artificer spell that deals fire damage, you can add your Intelligence modifier to one damage roll of that spell.
Incinerating Flare
Starting at 9th level, your rapid follow-ups against creatures you ignite erupt with devastating flames. When you deal fire damage to a creature with an Artificer spell, the next time you hit that creature with Fire Bolt before the end of your next turn deals damage as if it were a critical hit.
Inescapable Inferno
Starting at 15th level, your flames become nigh impossible for any creature to fully resist. When you deal fire damage to a creature with an Artificer spell and that creature is immune to fire damage, treat that immunity as resistance to that damage instead. A creature affected in this way cannot be targeted with your Incinerating Flare feature.
If you later gain a feature that allows you to ignore resistance to fire damage, that feature does not cause this trait to ignore fire resistance. Instead, a creature whose immunity is reduced to resistance by this feature can be targeted by Incinerating Flare.
Barbarian
Path of the Storm Chaser
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
When you walk this path 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. If you have it, you learn another proficiency from those available to Barbarian. You also learn the Druidcraft cantrip. Wisdom is your spellcasting modifier for this spell. Additionally, your Primal Knowledge feature may also apply to Nature checks.
You also gain an additional character ideal and flaw. Roll on a d4 on the table at the end of the document or discuss a trait with your DM.
Supercell Stride
Also at 3rd level, your rage and adrenaline propels you forward like a derecho. 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
Starting 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 like a raging gust. As a bonus 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
Starting at 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.
| d4 | Ideal | Flaw |
|---|---|---|
| 1 | I always feel more energetic in a storm. | I often experience intense mood swings. |
| 2 | Why wait for the storm to come to us when we can go to it? | I don't like to sit still- it makes me feel uneasy. |
| 3 | I’ll never back down from anything that makes my heart race. | I am very set in my ways and usually refuse to change my mind. |
| 4 | Extreme weather is what drives me to keep living. | Running headlong into danger makes me feel alive! |
Bard
College of Pyrokinesis
In the smoldering embers of forgotten hearths, amidst the crackling flames of ancient rituals, the bards of the College of Pyrokinesis find their inspiration. These bards are masters of manipulating fire with their minds, wielding the primal power of flames to captivate audiences and scorch their enemies.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in your choice of either insight or sleight of hand.
Elemental Psionics
Starting at 3rd level, you learn your choice of either the Produce Flame, Firebolt, or Create Bonfire the cantrips and can cast them without requiring somatic or verbal components. Additionally, you whenever cast a spell dealing fire damage you can expend one use of Bardic Inspiration to deal additional psychic damage equal to a roll of your bardic inspiration die in damage.
Elemental Mastery
Upon reaching 6th level, you gain a deeper understanding of elemental forces. Choose 3 spells from any spell list that deal acid, poison, thunder, lightning, cold, or fire damage. These spells are added to your bard spell list, and you can cast them as if they were bard spells. Additionally, if a chosen spell doesn't already deal fire damage, you permenantly change its damage type to fire.
Mental Mastery
Starting at 14th level, your mastery over fire allows you to manipulate it with unparalleled precision and power. You gain the following benefits:
You can cast spells that deal fire damage without requiring verbal components.
When you cast a spell that would gain the benifit from Elemental Psionics, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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 begin to spend many hours weaving tales of the sea and its fury. You gain proficiency in your choice of Navigator's Tools or Brewer's Supplies. You also learn the Shape Water cantrip without impacting your number of cantrips known and it is treated as a bard spell for you.
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. Your casting time for Shape Water can be 1 bonus action and you 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 25 x your Bard level 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. 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. The whip deals 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 know it 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. If you already know Tidal Wave as a bard spell you instead learn another spell of your choice from the bard spell list. 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.
Cleric
Galewarden Domain
Perched upon the highest peak overlooking the humble village below, a lone figure stands silhouetted against the backdrop of swirling clouds and raging 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, and shape the flow of war as they see fit.
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 that form an armor to 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 spell 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. When you have temporary hit points, you ignore the effects of difficult terrain, have advantage on saving throws against grappled and restrained, and gain an additional 10 speed.
Druid
Circle of the Aurora
Some druids do not root themselves in the earth, but instead draw power from the skies above. Living where the veil of space and earth is thinnest, they draw their power from the place where the cosmos descends to the world and astral energy bleeds into the skies. These druids learn to shape that radiance, calling down the chill of the skies and the brilliance of the stars.
Aurora Spells
| level | Spells |
|---|---|
| 3rd | Frostweave, Winter's Guard>, Skywrite, Sniloc's Snowball Swarm |
| 5th | Daylight, Sleet Storm |
| 7th | Frozen Shroud, Ice Storm |
| 9th | Boreal Radiance, Wall of Light |
Astral Integration
When you join this circle at 3rd level, you can tear open the upper sky, revealing the luminous radiance that shields the world. As a bonus action, you can expend a use of wild shape to create a dazzling aurora overhead, centered on yourself, with a 60 foot radius. While you and creatures of your choice are underneath the aurora, they ignore resistance to Cold damage and spells dealing Cold and Radiant damage ignore half and three-quarters cover.
Solar Shards
Starting at 6th level, when you channel astral magic, fragments of starfire come loose from the aurora to strike at your command. You learn an altered version of the spell Melf's Minute Meteors, that instead deals 1d6 cold and 1d6 radiant damage. It is considered a druid spell for you and does not impact your number of druid spells prepared.
In addition, when you use your action to expend a spellslot to cast a spell dealing radiant damage, you generate one meteor as per the Melf's Minute Meteors spells without needing to expend a spellslot or maintain concentration while it's active. If you already have Melf's Minute Meteors active, it adds to the current number of meteors active.
Boreal Fortitude
Starting at 10th level, you gain resistance to Cold and Radiant damage.
Crown of the Aurora
Starting at 14th level, you concentrate the aurora to create a halo of captive star fragments. You learn the Crown of Stars spell. It is treated as a druid spell for you and does not impact your number of druid spells prepared. You can cast it once without expending a spellslot, regaining the ability to do so when you complete a long rest.
Circle of The Caldera
Druids of the caldera revere unrestrained vulcanism, giving themselves unto the danger of an eruptiong volcano. They channel that power- ancient, primal, and destructive. Being of the caldera is to wield 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 covered in dropplets of liquid magma, suffering 1d6 fire damage at the end of their turn for a minute or until they use an action to brush it off. On a success they take half damage, are moved to an unoccupied space within 5 feet, and are not covered in magma.
Once you have used this feature, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again
Fighter
The Admiral Archetype
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
Also at 3rd level, you learn to channel the spirits of those who have fallen to the tides with every swing of your weapon. Choose either Charisma or Wisdom modifier. This modifier becomes your Tidal Spirit modifier and is used to calculate the DC and uses of some of your features.
Once per turn, 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 Tidal Spirit 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 Tidal Spirit 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 can include yourself. An unwilling target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Tidal Spirit 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 as 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.
Earthshaker Archetype
In the heat of combat, among clanging steel and roaring battle cries, a warrior emerges to slam their maul into stone, causing the ground to tremor. Each swing is precise and deadly, weaving together the might of stone and steel to crush any poor soul who crossed them. The Earthshaker is a master of melding 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.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
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.
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 churn the earth with your attacks. 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 feel the world around you, even able to faintly feel the heartbeat of nearby creatures. You gain tremorsense to a range of 30 feet. You can expend a spell slot of first level or higher to grant yourself advantage on an insight check to determine if a grounded target in that range is trying to decieve 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.
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 (earthen and mineral objects only)
- Pebble Strike
- Stone Shape
- Stoneskin
Flame Master
Fire is the most destructive of the elements. It can spread itself and grow with ease, and thus, is frequently used as a source of both mundane and arcane power. It is used as a weapon for alchemists, siege engineers and mages alike, and thus, it's not surprising that some warriors, in their pursuit of martial mastery, would train to bend and control this powerful force of nature.
Fire Magic
At 3rd level, you learn the control flames and produce flame cantrips. You can cast those spells without verbal or material components. Constitution is your spellcasting ability for these spells.
Burning Attacks
Starting at 3rd level, you can channel fire to wreathe your weapons in flames. When you draw or make an attack with a melee weapon, you can choose to set the weapon ablaze. When you do so, the weapon sheds bright light in a 10-foot radius, plus dim light for another 10 feet.
In addition, once per attack action, when you hit a creature with a flaming weapon or whenever you damage a creature with Produce Flame, you deal an additional 1d4 fire damage. The damage increases to 1d6 at 10th level.
Agonizing Flames
At 7th level, you ignore resistance to fire damage, and treat immunity as resistance.
Blazing Armor
Starting at 7th level, you can use your bonus action to set your armor ablaze for to 1 minute. For the duration, whenever a creature within 5 feet hits you with an attack, shoves you, attempts to grapple you or starts its turn grappled by you, it takes 1d6 fire damage.
In addition, these flames empower your magic. While Blazing Armor is active, you can replace one melee attack with a casting of a cantrip that deals Fire damage.
The flames extinguish earlier if you are hit by an attack 4 times. If you take cold damage, the flames extinguishes immediately, but the cold damage taken is halved. While the armor is in flames, you shed the same light as your Burning Attacks. If both are in flames, the light range doubles.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Undying Flame
Starting at 10th level, you gain resistance to fire damage. In addition, whenever you are reduced to 0 hit points or fail a death saving throw, you cause fire damage equal to your fighter level to all creatures of your choice within 10 feet of you.
Indomitable flame
Starting at 15th level, whenever you use your Indomitable feature, you can use your reaction to hurl a lash of fire to a creature within 60 feet of you, causing fire damage equal to a roll as if you had cast Produce Flame.
If using this feature causes you to succeed the save, the flames grow stronger and brighter. They must make a Strength Saving Throw (DC = 8 + your proficiency bonus + your constitution modifier) and on a fail the target falls prone and has disadvantage on all ability checks it makes until the end of your next turn.
Supreme Flame
Starting at 18th level, when you hit a creature with your Burning Attacks, you can awaken a supreme flame within your weapon. This flame grants you the following benefits, for 1 minute:
- When you activate this feature, and once per turn on a hit with the weapon, you cause additional 2d6 fire damage.
- Your weapon gains 15 feet of reach. Attacks made at reach cause fire damage, instead of the weapon's normal damage.
Once you activate this feature, you can't use it again until you finish a long rest.
Winter Warrior Archaetype
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.
Monk
Warrior of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your focus, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body.
Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend focus points each time you use it.
You know two cantrips of your choice from the Gust, Control Flames, Shape Water, or Mold Earth cantrips. You learn an additional cantrip at 6th and 11th levels. of your choice at and two elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.
Whenever you gain a monk level, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional focus points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional focus point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 focus points to cast it as a 2nd-level spell (the discipline's base cost of 2 focus points plus 1).
The maximum number of Focus points you can spend to cast a spell in this way (including its base focus point cost and any additional focus points you spend to increase its level) is determined by your monk level, as shown in the Spells and focus Points table.
| Monk Levels | Maximum Focus Points for a Spell |
|---|---|
| 5th-8th | 3 |
| 9th-12th | 4 |
| 13th-16th | 5 |
| 17th-20th | 6 |
Element-Fueled strikes
Starting at 6th level, When you use your main action to cast an elemental discipline, you can use your bonus action to use flurry of blows without expending a focus point.
Elemental Thrust
When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Waking Speed until the start of your next turn. If you are airborn at the end of your turn after using this movement and aren’t held aloft by other means, you fall.
Enhanced Elemental-Fueled Strikes
Starting at 17th level, When you benefit Element-Fueled strikes, your unarmed strikes deal additional damage equal to your wisdom modifier. The damage type matches the elemental discipline used. Fire for Fire, Thunder for Air, Cold for Water, and Force for Earth
Additional disciplines
Yes, this is a 2014 four elements buffed up to fit 2024 a bit better without losing its gish aspect. As such, it works best with additional disciplines added... Like these!
Warrior of the Inferno
Nestled in the shadow of a towering volcano, a monastery stands as a beacon of serenity among fiery chaos. Here, monks devote themselves to the teachings of the Inferno, harnessing the primal power of liquid flame to forge their bodies and minds into instruments of both 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
When you embrace 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 Boiling Earth, 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 focus 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 focus point you spend. For example, if you are a 5th-level monk and cast Boiling Earth, you can spend 3 focus points to cast it as a 3rd-level spell.
The maximum number of focus points you can spend to cast a spell in this way (including its base focus point cost and any additional focus 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 liquid flame to create a monk weapon you are proficient with. As a bonus action or as part of taking the Attack 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 attack and damage rolls and deal an additional 1d4 fire damage. These weapons last so long as they are within 30 feet of you or until you become incapacitated or die.
Starting at 8th evel you can expend an additional 1 focus points create the weapon(s) at a +1 to attack and damage rolls.
Starting at 13th level you can expend an additional 2 focus points create the weapon(s) at a +2 to attack and damage rolls.
Starting at 18th level you can expend an additional 3 focus 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 focus to duplicate additional spells. You can spend 3 focus 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.
Channel the Inferno
At 17th level, you have mastered the manipulation of liquid fire. You gain the ability to channel your focus into devastating bursts of liquid flame that engulf your foes.
As an action, you can spend 5 focus points to unleash a concentrated eruption. You cause the ground at your feet to erupt in a wave of searing lava 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 9d6 fire damage, or half as much damage on a successful one. The ground becomes difficult terrain until the end of your next turn as the lava begins to harden.
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.
Paladin
Oath of Upheaval
To take an oath of Upheaval is to see the horrors of sociopolitical corruption and vow to not just end, but crush 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 destroyed and buried to allow society to rebuild and 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 have their actions unearthed for all to see.
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 weigh heavy on society.
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 crumbling to dust 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.
Priest
Clergy of Storm
Some priests instead turn to nature- specifically the elemental forces of the storm. Storm priests channel the destructive powers of the tempest to show their faith. They use powerful winds to protect their allies and vicious bolts to smite those that stand against their faith.
Spells of Storm
| Priest Level | Spells |
|---|---|
| 3rd | Gust of Wind, Shatter |
| 5th | Lightning Bolt, Sleet Storm |
| 7th | Control Water, Storm Sphere |
| 9th | Destructive Wave, Maelstrom |
Master Meterologist
You gain proficiency in the Nature Skill. Additionally the cantrips Lightning Strike, Druidcraft, Shocking Grasp, Gust, Ray of Frost, Frostbite, Thunderclap and Thunder Note are added to the Priest spell list for you and you may learn one of these cantrips of your choice. This additional cantrip does not count against the number of priest cantrips you know. Additionally your Shadow Words are instead changed to Storm Word: Electrocute, Aftershock, and Freeze
Storm Word: Electrocute. When a creature within 60 feet of you takes damage from an attack or spell, you can spend 2 faith points and use your reaction to deal lightning damage to it equal to 1d10 + your priest level. If this damage doesn't reduce the creature to 0 hit points, you take half this damage, which can't be reduced or prevented in any way.
Storm Word: Aftershock. You can spend 1 faith point when you cast a spell on a creature to cause loud thunder to echo around them, provided the spell hit the target with an attack or it failed a saving throw against the spell. At the beginning of the target's next turn, it takes a number of d4s of thunder damage equal to your proficiency bonus.
Storm Word: Freeze. When you deal lightning or thunder damage to a creature with a spell, you can spend 3 faith points to cause the lingering magic to condensate and freeze. That creature has disadvantage on the next saving throw it makes before the end of your next turn.
Tomultuous Winds
Also, starting at 3rd level, you can use a bonus action on your turn to to cause a gust of win to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Lightning Rod
At 6th level, you may use your bonus action to begin channeling the storm. A number of creatures of your choice up to your Charisma modifier within 30 feet of you take to lightning damage equal to half your priest level (rounded down). For 1 minute, or until you are incapacitated or you die, you can add your Charisma modifier in lightning or thunder (you choose) damage to any priest spell you cast. Additionally, the ground around you becomes statically charged, causing creatures of your choice within 15 feet of you to be treated as if they are on difficult terrain. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest.
Rolling Thunder
When you reach 14th level, when you use a Storm Word on a creature loud thunder echoes out, assaulting the ears of anyone too close to them. Every creature, including the initial target, within a 10 foot radius must make a constitution saving throw. On a failure they take 1d8 thunder damage and are deafened until the end of your next turn. On a success they take half damage and are not deafened.
Tempest Guardian
At 18th level, you may use your action to call upon the storms themselves to protect a creature you can see within 60 feet. For 1 minute, whenever that creature is hit with a weapon attack, targeted by a spell, or subject to a class feature that deals damage, the attacker must make a constitution saving throw, taking 2d8 lightning damage on a failed save. Once you use this feature, you can’t use it again until you finish a long rest.
Ranger
Conclave of the Terra Guardian
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.
Terra Guardian Magic
| Level | Spells |
|---|---|
| 3rd | Earth Tremor, Mold Earth |
| 5th | Spike Growth |
| 9th | Meld into Stone |
| 13th | Stone Shape |
| 17th | Wall of Stone |
One with the Earth
When you join this conclave 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 (minimum of 1).
Sure-footed
Starting at 7th level, your attunement to the earth keeps you grounded in the face of danger. 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 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, up to a maximum equal to your Wisdom modifier (minimum of 1), 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. Additionally, any attacks you make against creatures that were affected by your Titanstep feature since the start of your previous turn, deal extra damage equal to your Wisdom modifier.
Windwalker
Windwalkers are rogues who wield fluid winds as a tool, 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 redirect force, flow around threats, and strike like an unpredicted gust. Every motion is purposeful, swift, and deadly in execution. To fight a Windwalker is to battle the wind; untouchable, constantly 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
Spell Save DC 8 + your proficiency bonus +
Spell attack modifier your proficiency bonus +
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 Windwalker 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.
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 to create a breeze that can throw off even the most aware opponents. You can use your cunning action to cast your Gust cantrip and, when you do, you can cause one of the 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. When you cast gust as an action, can target two targets in range 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)
- Autumn Wind
- Mage Hand (The hand is made of swirling air)
- Ray of Frost
- Resistance
- Thunderclap
- Zephyr Dart
1st Level
- Catapult
- Fog cloud
- Shield
- Thunderwave
- Wind Boost
- Zephyr Strike
- Zephyr's Whispers
2nd Level
- Aerothrust Leap
- Dust Devil
- Gust of Wind
- Knock
- Levitate
- Warding Wind
- Zephyr Veil
3rd Level
- Elemental Weapon (Thunder or cold only)
- Fly
- Haste
- Stinking Cloud
- Winds of Convergence
- Wind Wall
4th Level
- Conjure Minor Elementals (Air only)
- Freedom of Movement
- Galdar's Speedy Courier
- Windsword
- Wind Tunnel
Sorcerer
Cryomancy Bloodline Sorcery
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.
Cryomancy Spell list
| 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 |
Frigid Blood
When your powers fully manifest at 3rd level, your blod temperature begins to run frigid cold. You gain resistance to cold damage and are immune to the effects of extreme cold environments.
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 magic 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 up to 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. Your Glacial Spear deals damage equal to all stored icicles. Whether it hits or misses, the spear shatters into harmless powdered ice after launched.
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 fail, they take the damage from a single icicle.
Absolute Zero
Also at 6th level, the temperature of your blod, and thus magic, drops to staggeringly low levels. You ignore resistance to cold damage.
Reshaping ice
Starting at 14th level, you gain a greater control over your icicles, able to sculpt them as needed. You learn the Shape Water cantrip without impacting your number of cantrips known, and can cast Control Water at its base level once per long rest without expending a spell slot. Additionally, while 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 and it will simply melt on its own.
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 needed. As an action you can expend 5 sorcery points to cast Investiture of Ice on yourself. The freezing wind from Investiture of Ice also generates a a single Lingering Icicle.
Stone Sorcery
Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
Stone Magic
You learn additional spells when you reach certain levels in this class, as shown on the Stone Sorcerer Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| level | Spells |
|---|---|
| 3rd | Earth Tremor, Thunderous Smite, Earthen Grasp, Embrace the Earth |
| 5th | Erupting Earth, Meld into Stone |
| 7th | Pebble Strike, Stone Shape |
| 9th | Wall of Stone, Transmute Rock |
Bonus Proficiencies
When your bloodline fully manifests at 3rd level, you gain proficiency with shields, simple weapons, and martial weapons.
Stone's Durability
Also at 3rd level, your connection to stone allows you to control it and wield it as an armor. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
In addition, as an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
Stone Aegis
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
Stone's Edge
Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
Earth Master's Aegis
Startingat 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
Thundersnow Sorcerer
A power that shifts and swirls within the body like the winds they command. Powerful control over the lightning of a storm and the icy winds of a blizzard.
Origin Spell List
| Level | Spell |
|---|---|
| 3rd | Ray of Frost, Lightning Lure, Fog Cloud, Gust of Wind |
| 5th | Wind Wall |
| 7th | Control Water |
| 9th | Control Winds |
Attunement Spell Lists
| Blizzard | Spell |
|---|---|
| 3rd | Ice Knife, Icingdeath's Frost |
| 5th | Sleet Storm |
| 7th | Ice Storm |
| 9th | Cone of Cold |
| Storm | Spell |
|---|---|
| 3rd | Witch Bolt, Shatter |
| 5th | Call Lightning |
| 7th | Storm Sphere |
| 9th | Storm Lord's Fury |
Tempermental Winds
When you choose this archetype at 3rd level, your power begins to change and shift, the elemental energy in your blood swirling like violent winds. Whenever you complete a long rest, flip a coin. On a heads your attunement for that day is Blizzard, giving you access to the Blizzard Attunement spell list. On a tails your attunement for that day is Storm, granting you access to the Storm Attunement spell list.
Elemental surge
Starting at 3rd level, you can harness the power of the storm to destroy those who dare stand in the way of the winds. When you cast a spell that matches the damage type of your Tempermental Winds for the day- Cold for Blizzard and Lightning for Storm- you add your charisma modifier to the damage.
Meterological Aid
Starting at 6th level, you begin to understand and predict your powers better, giving you a greater understand of weather as a whole. You gain advantage on Nature or Survival checks during Rainy or Snowy weather conditions. Additionally, when you are getting your Tempermental Winds benefit for the day, you can flip a coin twice, choosing which result to use to determine your attunement.
Ball Lightning Gale
Starting at 14th level, you are able to embody the very weather you represent. When you cast a spell of 1st level or higher you can use your bonus action to turn into a ball of lightning or chilling gale, depending on if you are Storm or Blizzard, respectively. Doing so allows you to fly up to 20 feet without provoking opportunity attacks. If you are still aloft when this movespeed ends, you fall. Additionally, any target you pass through takes Cold or Lightning damage equal to your charisma modifier. The damage type is determined by your Tempermental Winds attunement.
Master Weathermancer
Starting at 18th level, your mastery over ice and lightning reaches its peak, allowing you to safely manipulate both at the same time with ease. You gain the following benefits:
Dual Mastery: When you cast a spell that deals cold or lightning damage, you can choose to have it deal both types of damage simultaneously. The damage is split evenly between the two types (rounded down). Additionally, if a creature has resistance to one type but not the other, it only applies its resistance to the relevant portion of the damage.
Weathercraft: You learn to manipulate the weather by using your innate magic. You learn the Control Weather spell if you did not already. If you already knew it you learn an additional spell from the Sorcerer spell list of 8th level or lower that deals cold or lightning damage. You can spend 7 sorcery points to Control Weather without expending a spellslot. Whenever you cast a spell of 3rd level or higher, the sorcery point cost for casting Control Weather is reduced by 1, up to a maximum reduction of 3 sorcery points. This reduction resets after using Control Weather in this way. You must complete a long rest before you use this feature again.
Volcanic Bloodline Sorcery
Those with primal bloodlines emobody the elements themselves. For some, 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 just underneath their feet.
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 your bloodline manifests 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, when you complete a long rest you can perform a short ritual to reacclimate yourself to the toxic and corrosive fumes of volcanic fields, granting yourself resistance to your choice of either poison or acid damage until you complete a long rest.
Tectonic Expertise
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.
Warlock
Winter Blood Patron
You've spent much time in the arctic tundras, frigid mountaintops, or bleak blizzards. Something about this has left you permanently changed. Augmented, even... Maybe your blood has become infused with cold magics or you've unknowingly become a host for a winter spirit. Either way it has left you with the profane rage of the tundra flowing through your veins.
Winter Blood Spells
| 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 |
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.
Growing Blizzards
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. When you gain a level in warlock, you may replace this cantrip with another known from the Winter's Wrath cantrip list.
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.
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.
Winter's Wrath
Starting at 6th level, you can surrender yoursenf unto the cold, becoming a conduit for winter's fury. As a bonus action you grant yourself the Winter's Wrath for 1 minute. During this time, your weapon attacks deal your choice of Cold or their native damage type. Additionally, when you deal cold damage to a target with a weapon attack or Warlock spell, you deal an additional 1d4 cold damage. You can choose to end Winter's Wrath at any time, no action required.
If you are reduced to 0 hp during this effect and not killed outright, your body rapidly freezes, leaving you incapacitated, restrained and immune to all damage until Winter's Wrath ends. Afterwards, you are left at 1hp.
You must complete a short or long rest before you can use this feature again.
Resiliance of the Cold
Starting at 10th level your acclimation to the chill and insulation from the elements has strengthened you. You gain 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 creature 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. 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 take 1d4 cold damage and 1d4 necrotic damage.
Once you use this feature, you cannot use it again until you finish 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
Wizard
Electromancer
Wizards who delve into the enigmatic realm of electromancy are a unique breed, daring to walk the fine line between mastery and mayhem. These practitioners of lightning-infused magic epitomize the convergence of knowledge and danger. To become an electromancer is to become a living conduit, harnessing the raw power of lightning to reshape reality itself.
Elecctromancers are a rather odd bunch and you are no exception. On embracing the tradition you gain a flaw. Choose from the following table or roll a 1d6 to decide which.
| d6 | Flaw |
|---|---|
| 1 | Your belongings are statically charged when other people touch them. |
| 2 | Small sparks of lightning crackle from your palms when you get emotional. |
| 3 | You are mordibly curious about what it's like to be struck by lightning. |
| 4 | You absolutely abhor silence. |
| 5 | You're excessively paranoid about touching flamable materials. |
| 6 | Being made to sit still makes you irrationally angry. |
Electromancy Savant
Beginning when you join this school at 3rd level, all spells that deal lightning damage from the Druid and Cleric spell list are added to the Wizard spell list for you.
choose two Wizard, Cleric, or Druid spells that deal lightning damage, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard, Cleric, or Druid spell that deal lightning damage to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Lastly, you learn the Jolt cantrip without impacting your number of cantrips known.
Chain Reaction
Also at 3rd level, lightning begins to weave its way into all your spells. You gain a Chain Reaction die that is used for features and start at a d6, increasing as you reach higher levels in wizard. 1d8 at 6th level, 1d10 at 10th, 1d12 at 14th
Once a turn, when you cast a spell, make an attack roll, or use ability that deals damage to another creature you can cause an arc of electricity to bounce from a creature you dealt damage to another target within 30 feet dealing lightning damage equal to your chain reaction die as part of the same action. This feature is usable a number of times equal to your wizard level and you regain all expended uses when you complete a long rest.
Additionally, when you regain spell slots with Arcane Recovery you regain a number of uses of Chain Reaction equal to your arcane recovery charges.
Static charge
Starting at 6th level, your magic experimentation with electricity has infused your own body with electricity. You gain the ability to use the constant lingering charge in the following ways:
- Cling. As a reaction to being moved against your will you use static to stick yourself to the ground adding a number equal to a roll of your Chain Reaction die to the contested roll or saving throw.
- Discharge. You can cause static to discharge from your body allowing you to addd a number equal to a roll of your Chain Reaction die to an Intimidation(Charisma) or Performance(Charisma) check.
- Shock. As a reaction to taking damage from a melee attack or touch spell you can deal lightning damage to an attacker equal to a roll of your Chain Reaction die.
You can use this feature twice and regain 1 use upon completing a short rest, all upon completing a long rest. You gain an additional use when you reach 14th level.
Stimulated reflexes
Starting at 10th level the charge flowing through your body stimulates your muscles and making you much quicker to act. You can consume one of your Chain Reaction uses to add half a roll of your Chain Reaction die to an initiative roll. Additionally you can apply Static Charge to an Acrobatics(Dexterity) or Athletics(Strength) check with Static Charge Discharge.
Power Surge
At 14th level, your mastery of electromancy reaches its zenith, allowing you to channel the raw power of lightning with unparalleled precision and intensity. You can now use Chain Reaction with all spells and attacks and its range increases to 45 feet. Spells with a range of self use you as the point of origin. For example, when you cast shield as a reaction to taking damage, you can use Chain Reaction to deal 1d12 lightning damage to the attacker if they are within 45 feet of you.
Pyromaniac
Pyromanic wizards embrace the destructive nature of fire, learning to harness and control its wild nature. Learning to master fire is to walk the thin line of mastery and mania. Some jest that fireball isn't always a solution but... How accurate is that statement, really?
Firey Savant
When you join this tradition at 3rd level, choose two Wizard spells that deal fire damage, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell that deal fire damage to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Lastly, you learn the Control Flames cantrip without impactingyour number of wizard cantrips known.
Fan the Flames
Also at 3rd level, you learn how to enhance the volatile power of your fiery magic. Whenever you cast a spell that deals fire damage, you can add your intelligence modifier to one damage roll of the spell.
Critical Mass
Beginning at 6th level, your fire is extremely hard to avoid, leaving foes scorched no matter how well they can get out of the way. When you roll a 1 on the die for a damage roll, you can reroll a number of dice equal to your intelligence modifier, but you must use the new roll. Additionally, you ignore resistance to fire damage.
Cauterize
At 10th level, you can quickly burn your own wounds to seal them and prevent fatal blows. If you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you must make a constitution saving throw against your wizard save DC or take fire damage equal to half your mage level + your Intelligence modifier on a failed save, or half damage on a success. Once you use this feature, you can't use it again until you finish a long rest.
Wildfire
When you reach 14th level, you learn how to unleash the true destructive potential of your fire magic. When you roll fire damage for a spell and roll the highest number on any of the dice, roll those dice again and add those rolls to the damage. You can add these rolls a number of times equal to your intelligence modifier. You may only reroll each die once with this feature.
Frostweaver
As the tides rise, they begin to loom over the line of the city. People panic... but a crackling noise rings as the 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 waters of the battlefield solid to shape the world as they see fit.
Cold Savant
When you join this school at 3rd level, choose two Wizard or Druid spells that deal cold damage or that manipulates water, each of which must be no higher than level 2, and add them to your spellbook for free. Discuss with your DM if there is a spell you feel should be considered to manipulate water.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard or Druid spell that deal cold damage or manipulate water to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Quick Freeze
Also at 3rd level, you can rapidly freeze water to create icy sculptures or freeze foes in place. 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 a single creature hit by the spell 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), regaining one expended use when you complete a short rest and all uses when you complete a long rest.
Cold Blooded
Starting at 6th level, your spells grow colder as your control over ice grows more potent. Once per turn, you may add your Intelligence modifier to the damage roll of a spell or effect that deals Cold damage.
In addition, you no longer need to manipulate water to bind a creature using Quick Freeze, and can instead use it when you deal cold damage to a creature with a spell of 1st level or higher.
Condensation Armor
Starting at 10th level, the water in the air near you freezes on your skin to form a nearly invisible layer of ice that protects you from harm. When you finish a long rest you gain temporary hit points equal to your wizard level and whenever you complete a short rest you gain 1d6 temporary hit points. While you have temporary hit points, you are resistant to fire damage.
Glacial Mastery
Starting at 14th level, you are able to condense water out of the air to form into thick sheets of ice, strengthening your magic. You also learn the Create and Destroy Water spell and can use it to create water once at its base level 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.
What spells manipulate water?
- Shape Water
- Create and Destroy Water
- Tidal Wave
- Control Water
- Maelstrom
- Tsunami
- Any spell that uses water as a material component such as Ice Knife or most Hydromancy spells
- Spells that your DM agree manipulate water
Boons and bolts,
feats and flame!
Extra Options
Feats, fighting styles, and misc. spells
Elemental Gifts
Gift of Fire
Elemental Gift
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 Control Flames 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 | Flame Strike |
Gift of Air
Elemental Gift
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 | Control Winds |
Gift of Water
Elemental Gift
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 | Maelstrom |
Gift of Earth
Elemental Gift
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 | Wall of Stone |
General Feats
Cryovenom
General Feat (Prerequisites: level 4+, the ability to deal poison damage)
You have begun to mix biting cold into your toxins. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20
- When you deal poison damage, you can choose for its damage to be treated as both Cold and Poison. In order to resist the damage, the target must be resistant to both damage types. If they are immune to one damage type, but not both, it is treated as if the damage is resisted instead. To gain full immunity, they must be immune to both damage types.
- When you inflict the poisoned condition, the targets speed is slowed by 5 for the duration.
- You learn a cantrip of your choice from the Druid, Cleric, or Wizard spell list that deals Cold damage.
Primordial Gift
General Feat (Prerequisite: Level 4+, Any Elemental Gift Feat)
You gain the following benefits.
- Increase the spellcasting ability score used by your Elemental Gift feat by 1, to a maximum of 20.
- You always have the spells on your Gift feat’s Spells of the Gift list (if any) prepared.
- 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.
Smolderpoison
General Feat (Prerequisites: level 4+, the ability to deal poison damage)
You have begun to mix searing heat into your toxins. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20
- When you deal poison damage, you can choose for its damage to be treated as both Fire and Poison. In order to resist the damage, the target must be resistant to both damage types. If they are immune to one damage type, but not both, it is treated as if the damage is resisted instead. To gain full immunity, they must be immune to both damage types.
- When you inflict the poisoned condition, the target takes 1d4 fire damage at the start of each of their turns for the duration.
- You learn a cantrip of your choice from the Druid, Cleric, or Wizard spell list that deals Fire damage.
Static Touch
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You gain a number of uses of Chain Reaction equal to your proficiency bonus. These dice are d6s and you regain all expended Chain Reaction when you complete a long rest. If you already have charges of Chain Reaction from the Electromancer subclass, you instead increase your total number of charges from that subclass.
- When you use a spell, attack, or ability that deals damage to another creature you can expend a use of Chain Reaction to cause a jolt of electricity to bounce from a creature you dealt damage to a different target within 30 feet dealing lightning damage equal to a roll on the Chain Reaction die.
Toxic Shock
General Feat (Prerequisites: level 4+, the ability to deal poison damage)
You have begun to mix electricity into your toxins. You gain the following benefits.
- Increase an ability score of your choice by 1, up to a maximum of 20
- When you deal poison damage, you can choose for its damage to be treated as both Lightning and Poison. In order to resist the damage, the target must be resistant to both damage types. If they are immune to one damage type, but not both, it is treated as if the damage is resisted instead. To gain full immunity, they must be immune to both damage types.
- When you inflict the poisoned condition, the target cannot make attacks of opportunity for the duration.
- You learn a cantrip of your choice from the Druid, Cleric, or Wizard spell list that deals Lightning damage.
Misc Spells
Spells that don't fit into a single elemental theme
Elemental Blast
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Demonologist Druid, Shaman, Sorcerer, Warlock, Wizard
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).
| d6 | Damage Type |
|---|---|
| 1 | Cold |
| 2 | Fire |
| 3 | Lightning |
| 4 | Acid |
| 5 | Poison |
| 6 | Thunder |
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. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the spell list.