Elementalist The Elementalist Level Proficiency Bonus Features Surges Known Forces Known Element Power Available 1st +2 Elemental Magic 2 4 4 2nd +2 Planar Adept 2 5 6 3rd +2 Aspect of the Elements 3 6 8 4th +2 Ability Score Improvement 3 7 12 5th +3 Empowerment 3 8 16 6th +3 Aspect Feature 4 9 20 7th +3 Primordial Envoy 4 10 24 8th +3 Ability Score Improvement 4 11 28 9th +4 — 4 12 36 10th +4 Overpower 5 13 42 11th +4 Planar Adept Improvement 5 14 48 12th +4 Ability Score Improvement 5 15 54 13th +5 — 5 16 60 14th +5 Aspect Feature 5 17 66 15th +5 — 6 18 72 16th +5 Ability Score Improvement 6 19 78 17th +6 Elemental Attunement 6 20 84 18th +6 — 6 21 90 19th +6 Ability Score Improvement 6 22 96 20th +6 Aspect Feature 6 22 100 Touched by the Elements Unlike the wizard who takes years of study to weave their first spell or the sorceror born with magic flowing through their veins, the elementalist is one who has been intertwined with the raw power of the elemental planes. Whether giving in to the rage and anger of the fire plane, or channeling the calmness of the water plane's cold depths, the elementalist harnesses them all to forge the world as they see fit. Most use the gift they have to tame the wilderness of the world caused by elemental influence, while others become drunk with its power and attempt to dominate the world. Elementalists thrive in the heat of conflict, whether that be in battle against a horrible abomination, or embedding themselves in a turf war amongst rival guilds. Because of the raw nature of the magic they wield, any spell not empowered by one of the four elements, escapes their mental grasp. Fountain of Power Elementalists are drawn to places of raw magic and power that seep into the material plane from extraplanar sources. This feeds their inner need to delve into the well of magical

energy they are connected to. Because of the harsh nature of their magical capabilities, elementalists are hard to find, and should one be an enemy, even more difficult to defeat as they summon volcanoes and hurricanes to their aid. Creating an Elementalist Elementalists combine the use of spells and raw power drawn from the elemental planes to fuel their capabilities. With this requirement of having a connection to the elements, many spells from schools of magic, such as illusion or divination, are not available. Be sure that a more limited spellcaster is what you are looking for and that your DM will allow this type of magic wielder in your world. Also think on how you became an elementalist. Was your bloodline touched in the past by a Djinn or other elemental power that has manifested in you? Are you a genasi who is more connected to the elements than others of your kind? Were you previously a wizard who was banished to an elemental plane for a short time and your magic became infused with its power?

Quick Build You can make an Elementalist quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution or Dexterity. Second, choose the Hermit background. Class Features As an elementalist, you gain the following class features. Hit Points Hit Dice: 1d8 per elementalist level.

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st. Proficiences Armor: Light Armor

Weapons: Simple Weapons

Tools: None Saving Throws: Charisma. Constitution Skills: Choose two from the following: Acrobatics, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Persuasion, or Survival Equipment : Choose two from the following: Acrobatics, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Persuasion, or Survival You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a simple melee weapon

(a) a simple melee weapon or (b) 20 darts

Leather armor, explorer's pack, and an elemental focus Elemental Magic Being touched by the forces of the Elemental Planes have granted you the ability to summon that magical essence into powerful spells. As you delve into that well of power, you will be able to shape the power of the elements to your will. This feature grants the ability to use spellcasting as detailed in chapter 10 of the Player's Handbook. Elemental Surges At 1st level, you know two elemental surges of your choice from the list shown at the end of this class description. You learn additional surges of your choice as listed in the Surges Known column of the Elementalist table. Any time you gain a level in this class, you may replace one of your known surges with another from the list available. Element Power To power your Elemental Magic, you have access to a pool of energy called Element Power. The Elementalist table shows how many points of Element Power you have available at each of your elementalist levels. When using an elemental force, you must expend the minimum required amount of power to cast the force. Most forces allow you to expend additional power to increase the effects of that force. For example, Ironfist has a minimum requirement of 2 Element Power to cast, but every 2 additional points of power increase the damage it deals to the target. You regain all points of element power at the end of a long rest. Elemental Forces Instead of having access to a spell list that shows what spells you are able to cast, you know a certain number of elemental forces that draw from the elemental planes to create a unique effect or mimic that of a commonly known spell. At 1st level, you know four forces of your choice from the list detailed at the end of this class. You learn additional forces as listed in the Forces Known column of elementalist class table. Forces known as Primal Spells allow you to learn spells that have been crafted by wizards and sorcerors that are inspired originally by the sources of your elemental magic. Any time you gain a level in this class, you may replace one of your known forces with another from the list available. Elemental Force Durations Several elemental forces have a set amount of time that they are active, ranging from a minute to several hours. You may only have one elemental force that has a duration of 1 minute or longer active at a time. If you cast a force such as Cloud Dance while you have Volcanic Presence active, you lose the benefits from Volcanic Presence and gain those from Cloud Dance. Elemental forces that allow you to cast a spell that requires concentration, or any force that has the concentration tag, follows the rules for concentration listed in Chapter 10 of the Player's Handbook. Concentration on a spell does not interfere with the duration of elemental forces that do not have the concentration tag. Spellcasting Ability Charisma is your spellcasting ability for your elemental magic, as you use your raw power from the elemental plane to bend the elements to your will. You use your Charisma whenever a force refers to your spellcasting ability. You also use your Charisma modifier when setting the saving throw DC for an elemental spell you cast and when making an attack roll with one. ` Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Components When casting a force or surge, you must provide both somatic (S) and material (M) components in order to cast it. All forces and surges require both components. If a force or surge allows you to cast a spell that has a specific material cost listed in that spell, you are considered to meet that requirement with your elemental focus. Spellcasting Focus You use an elemental focus as a your spellcasting focus for your elemental magic to provide the material (M) component required by your surges and forces. This can be a gem, piece of jewelry, or staff connected to an elemental plane. If you lose your focus and need to replace it, or did not start off adventuring with an elemental focus, you can spend 8 hours in meditation on an object such as the ones listed above that has a minimum value of 50 gp to infuse it with power from the elemental planes.

Planar Adept At 2nd level have become adept in using small amounts of the elemental plane's magic to mimic spells used by wizards or sorcerors. Choose from one of the following planar adepts: Flame Adept You know the Control Flames, Produce Flame, and Firebolt cantrips. While casting the Control Flames cantrip, you may have up to 4 of its non-instantaneous effects active at once, and increase the amount of fire it can affect to a 10 foot cube. Stone Adept You know the Magic Stone, and Mold Earth cantrips. While casting the Mold Earth cantrip, you may have up to 3 of its non-instantaneous effects active at once, and increase the amount of loose earth you can move to a 10 foot cube. Water Adept You know the Frostbite, Ray of Frost, and Shape Water cantrips. While casting the Shape Water cantrip, you may have up to 3 of its non-instantaneous effects active at once, and increase the amount of water you can change to a 10 foot cube. Wind Adept You know the Gust, Lightning Lure and Thunderclap cantrips. While casting the Gust cantrip, you may push an object up to 20 feet instead of 10 feet, and a Small or Tiny creature up to 10 feet instead of 5 feet. Aspect of the Elements When you reach 3rd level, you have learned to harness the power of a particular elemental plane. After reaching into the depth of a plane's power you are given the ability to become an aspect of that element. You may choose from one of the following aspects: Aspect of Air, Aspect of Earth, Aspect of Fire, Aspect of Water, or Aspect of Unity, all detailed at the end of this class description. Your choice in aspect grants you features at 3rd, 6th, 14th, and 20th levels. Aspect Spells Each aspect gains access to a specific list of spells tied to their elemental plane that are learned at the elementalist levels noted in each aspects description. Every aspect spell you learn counts as an elementalist force for you and does not count against the total number of forces you know. To cast an aspect spell, you expend an amount of element power equal to the spell's level plus one. You may cast the aspect spell at a higher level by expending an additional 2 points of power per spell level. For example, Fireball requires 4 element power to cast at 3rd level. To cast it at 5th-level, it requires 8 element power (4 for being a 3rd-level spell, plus 4 for casting 2 levels higher) . Ability Score Improvement At 4th level, as well as at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Empowerment At 5th level, you have mastered the use of your less intensive magical capabilities. When casting an elemental surge, or a cantrip from your planar adept, you may empower its effect by spending element power. Each elemental surge has their empowerment listed with the surge at the end of this class. Below are the empowerments for planar adept cantrips: Flame Adept You may empower your cantrips with your element power, gaining the following benefits: 2 Element Power or more : After using an action to deal damage with one of your Fire Adept cantrips, you may immediately use a bonus action to cast the same cantrip against the same target. If the target is no longer valid, you may choose another target.

: After using an action to deal damage with one of your Fire Adept cantrips, you may immediately use a bonus action to cast the same cantrip against the same target. If the target is no longer valid, you may choose another target. 4 Element Power or more: Add 1 additional damage die to damage rolls for your Fire Adept cantrips. Stone Adept You may empower your Magic Stone cantrip with your element power, gaining the following benefits: 2 Element Power or more: You may hurl a stone as a bonus action. You may do this with any of the stones until the enchantment wears off.

You may hurl a stone as a bonus action. You may do this with any of the stones until the enchantment wears off. 4 Element Power or more: Increase the damage die to 1d8. You are able to enchant up to 6 stones. Water Adept You may empower your cantrips with your element power, gaining the following benefits: 1 Element Power or more: When dealing damage with your Water Adept cantrips, add 1d4 cold damage for each point of power spent. Wind Adept You may empower your cantrips with your element power, gaining the following benefits: 2 Element power or more : You may cast any Wind Adept cantrip as a bonus action.

: You may cast any Wind Adept cantrip as a bonus action. 4 Element power: When a creature fails a saving throw for , they are knocked prone. Primordial Envoy At 7th level, your connection to the elemental planes has granted you the knowledge to interact with elementals without drawing their ire. You know all the Primordial languages; Auran, Aquan, Ignan, and Terran. Elementals that would normally be hostile to you or your party are neutral when first meeting them. You have advantage on Persuasion (Charisma) checks when interacting with an elemental.

Overpower After reaching 10th level, you have learned how to delve deeper into the well of power the elements grant you. Before using an elemental force or surge, you may use a charge of Overpower to increase its effect. To overpower a force or surge it must have an effect listed in its description. You have 2 charges of Overpower available. You regain all charges of Overpower after finishing a long rest. At 20th level, you regain all charges of Overpower at the end of a short or long rest. Planar Adept Improvement At 11th level, you have expanded your knowledge in using your elemental magic. Choose a second planar adept and gain the benefits of that adept in addition to your first choice. Elemental Attunement At 17th level, you are able call to the essence of the elemental planes you are connected with. You are able to cast the Plane Shift spell once per day. You can only travel in this way to the elemental planes associated with your Planar Adept choices. While on those planes, you are able to travel back the material plane by casting Plane Shift again. You do not need material components while casting the spell in this way. Aspects of the Elements Elementalists have a connection to all of the elemental planes of existence, and weave their different sources of magic together for magnificent displays. However, as their power grows, they tend to favor one element over the others and focus on that particular plane, drawing upon its magical essence. In doing this, an elementalist becomes a living aspect of their chosen plane, gaining additional powers that seperate them from other elementalists. Aspect of Air Taking the power of the winds and currents of the plane of air grants an elementalist with natural agility and speed that the other elements lack. With the constant breeze that surrounds them, air elementalists look for the unexplored options and ways of the world that are new and exciting. At the same time, they manipulate the air to decieve and disguise their intent, as when conflict arises it is hard to stand toe to toe against their foes. Air Aspect Spells Elementalist Level Aspect Spells 3rd Mirror Image 5th Haste 7th Greater Invisibility 9th Telekinesis Like the Wind At 3rd level, you have learned to mimic the movement of the wind around you and can manipulate how your attacks work on the battlefield. When making a ranged weapon or spell attack, you may spend a point of element power to add

your Dexterity or Charisma modifier to the attack and damage rolls if it does not already include those modifiers. For example, if you make a ranged weapon attack with a shortbow, spending an element power allows you to add your Charisma modifier in addition to the Dexterity modifier already used for the weapon. Alternatively, you may spend a point of element power on your turn to use the Dash, Disengage, or Dodge actions as a bonus action. If you do so, you gain a flying speed of 10 feet until the end of your turn. Dexterous Skill Also at 3rd level, you gain proficiency in Dexterity saving throws and initiative rolls. Swift Current At 6th level, the speed of your attacks and simpler elemental magic are enhanced by the air currents. When you you take the Attack action on your turn, you can attack twice, instead of once. You may replace one or both of the attacks made in this fashion to cast an elemental surge or cantrip. If you cast an elemental surge or cantrip as part of your attack action, you can't empower it with your element power. Among the Clouds When you reach 14th level, there is a constant breeze that surrounds your physical form. You gain a flying speed of 50 feet. If you gain flying speed from a force, you may add that amount to your current speed. While at least 5 feet off the ground, you have advantage on Dexterity saving throws. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Storm Zenith At 20th level, storms and hurricanes bend to your commands. You are able to cast the Fog Cloud, Gust of Wind, Skywrite, and Wind Wall spells at will without expending element power. These spells count as element forces but can't be empowered if cast in this fashion. Also at 20th level, as an action you are able to manifest a powerful storm around your body. You gain the following traits while your storm form is active: Storm Form . Your size becomes Large as your body appears to become a raging storm cloud. While in

this form, when you take the Attack action,

you replace your attacks with three ranged

spell attacks against creatures within 60

feet. On a hit, the target creature takes

lightning damage equal to 3d8 plus your

spellcasting modifier.

. Your size becomes Large as your body appears to become a raging storm cloud. While in this form, when you take the Attack action, you replace your attacks with three ranged spell attacks against creatures within 60 feet. On a hit, the target creature takes lightning damage equal to 3d8 plus your spellcasting modifier. Gaseous. While active, you are considered

to be under the effects of the Gaseous Form

spell. Your speed remains that of your normal

form, are able to speak, and you are able to take

the Attack action but can't cast your elemental

forces or surges. You may shift back to your normal form as

a bonus action on your turn.

Aspect of Earth Stability and immovable resolve are traits of an elementalist that draw them to become an aspect of the plane of earth. Drawing the power from the solid rock of the plane imbues an elementalist with a hardy exterior that repels most attacks against them, which they then retaliate with a landslide of rock and stone. Those who walk this path are near impossible to change their outlook on a situation, and stick to the tried and true solutions with an unstoppable march. Earth Aspect Spells Elementalist Level Aspect Spells 3rd Spike Growth 5th Erupting Earth 7th Hallucinatory Terrain 9th Wall of Stone Earthen-hide At 3rd level, the stone and rock around you have learned to follow your commands. As a bonus action, you may expend an amount of elemental power up to your elementalist level to gain a +1 bonus to your AC for each point of power used. This bonus lasts for 1 minute. Armor Proficiency Also at 3rd level, you gain proficency in Medium Armor and Shields. Stone Vanguard At 6th level, earth and stone have naturally learned to coalesce on your form. You gain a bonus of +2 to your AC. When making a weapon attack, casting a force or surge that deals damage to a target, you may lower your AC by an amount up to your elementalist level until the start of your next turn. If you do so, add 1d6 force damage for each point of AC lowered this way. Any earth or rock that creates difficult terrain does not cost you additional movement. Iron-Heart At 14th level, your body and skin have taken on the hardened texture of stone and metal. You have resistance to non-magical bludgeoning, piercing, and slashing damage, as well as force, lightning, and thunder damage. You have also learned to embed your body in the earth. As an action, you may root yourself in soil or stone you are standing on, taking on the following traits: Your speed becomes 0.

Your reach becomes 15 feet with any melee weapon attack.

As a bonus action, you may use 2 element power to cast the Maximillian's Earthen Grasp spell. You have 1 charge available to cast the spell this way. At the beginning of your turn roll a d6. On a 6 you regain 1 charge.

You are able to blend in with any earth or stone terrain. While standing still and not taking any actions, you are indistinguishable from a boulder or rock formation. Avatar of the Mountain In reaching 20th level, your defenses have become permanently increased. When wearing Light or Medium armor, you may add your constitution modifier to your AC instead of your dexterity modifier. You have also learned how to transform into an avatar of rock and stone. As an action, you are able to take on your avatar form and gain the following: Avalanche . While your AC is less than 20, all weapon attacks, elemental forces and surges that deal damage, deal an additional 1d6 bludgeoning damage for every AC under 20. For example, with an AC of 16, you deal an additional 4d6 bludgeoning damage.

. While your AC is less than 20, all weapon attacks, elemental forces and surges that deal damage, deal an additional 1d6 bludgeoning damage for every AC under 20. For example, with an AC of 16, you deal an additional 4d6 bludgeoning damage. Vitality . When your AC is above 20, you may spend element power up to your level to gain temporary hit points. The amount you gain is equal to the amount of AC above 20, multiplied by the element power spent. For example, if your AC is 26 and you spent 5 element power, you gain 30 temporary hit points. You can't use this feature while you currently have temporary hit points.

. When your AC is above 20, you may spend element power up to your level to gain temporary hit points. The amount you gain is equal to the amount of AC above 20, multiplied by the element power spent. For example, if your AC is 26 and you spent 5 element power, you gain 30 temporary hit points. You can't use this feature while you currently have temporary hit points. Unbreakable . As an action, while in your avatar form, you gain resistance to all but psychic damage. This lasts for 1 minute. You must finish a short or long rest to do so again.

. As an action, while in your avatar form, you gain resistance to all but psychic damage. This lasts for 1 minute. You must finish a short or long rest to do so again. False Appearance. You are able to blend in with any earth or stone terrain. While standing still and not taking any actions, your are indistinguishable from a boulder or rock formation. Your avatar form lasts until you dismiss it as an action. Aspect of Fire The impulsive and passionate are drawn to the flames and heat from the plane of fire. Elementalists that take this aspect wrestle with its destructive nature against the strong emotions evoked from the flame's inspiration. A fire elementalist channels the plane's magic into powerful elemental magic or charges their enemies with weapons emblazoned with fire and molten rock. Battle and conflict draw these elementalists more than any of the other aspects. Fire Aspect Spells Elementalist Level Aspect Spells 3rd Heat Metal 5th Fireball 7th Wall of Fire 9th Flame Strike Soul Fire Taking the aspect of fire at 3rd level ignites your need to be in the heart of battle and conflict. Whenever you make a weapon attack, cast a force or surge, you can expend an amount of your available element power, up to your elementalist level, to add additional fire damage. For each point of element power, add 1d6 fire damage. Weapon Proficiency Also at 3rd level, you gain proficiency in Martial Weapons.

Forged in Fire At 6th level, you have learned to weave your magic with spells and weapons alike. When you you take the Attack action on your turn, you can attack twice, instead of once. You may replace one or both of the attacks made in this fashion to cast an elemental surge or cantrip. If you cast an elemental surge or cantrip as part of your attack action, you can't empower it with your element power. Living Flame At 14th level you have mastered controlling multiple sources of fire and flame. You are immune to damage from non-magical fire. As an action, you may wrap your body in dancing flames that do not damage you and do not burn your armor or clothing. While you are on fire, you have advantage on Intimidation (Charisma) checks. This lasts until you use another action to douse the flames. You are able to use two elemental forces that have a duration of 1 minute or longer at the same time. These forces must be capable of dealing fire damage, otherwise the normal rules apply as described under Elemental Forces. While you have two elemental forces active, you are unable to cast any elemental force or aspect spell. Molten Core At 20th level, fire as suffused the core of your body. You are immune to all fire damage, and can't be lit on fire unless you desire to do so from your Living Flame feature. You also have the ability to transform into an archon of flame. As an action, you may activate your form to gain the following: Archon Form . Your size becomes large. Your appearance is wreathed in flame and molten rock as you grow larger in size. Your armor and weapons remain equipped and grow to match your new size.

. Your size becomes large. Your appearance is wreathed in flame and molten rock as you grow larger in size. Your armor and weapons remain equipped and grow to match your new size. Surface Heat. Creatures that end their turn within 5 ft of you suffer 3d6 fire damage. Whenever you are hit by a melee attack, you deal 3d6 fire damage to the attacker.

Creatures that end their turn within 5 ft of you suffer 3d6 fire damage. Whenever you are hit by a melee attack, you deal 3d6 fire damage to the attacker. Spark. Whenever you use Soul Fire to enhance an attack, force, or surge, add 1d4 fire damage for each elemental power used in addition to any other damage die. Your archon form lasts until you dismiss it as an action. Your living flame feature is also active while in archon form. Aspect of Water Elementalists who dive into the magic of the plane of water learn to bend their powers in the rythym of the tide. The smooth and steady flow of water seeps into their being, drawing the more thoughtful and sympathetic minded to follow this path. But like the tide, the strength of water changes from calm and restorative, to violent and corrosive, and these elementalists try to balance both sides. Water Aspect Spells Elementalist Level Aspect Spells 3rd Misty Step 5th Tidal Wave 7th Freedom of Movement 9th Greater Restoration Nature of the Tide At 3rd level, your control over water can refresh your allies or drown your foes. During your turn, you can expend up to an amount of element power equal to your elementalist level. If you do so, you may choose one of the two following options: Restorative Waves. As a bonus action, you may target yourself or a friendly creature within 30 feet to restore their health. The target regains 1d6 hit points per point of element power spent.

As a bonus action, you may target yourself or a friendly creature within 30 feet to restore their health. The target regains 1d6 hit points per point of element power spent. Corrosive Tide. When you cast an elemental force or surge, you may force creatures affected by that ability to make a Constitution saving throw. On a failed save, add 1d6 acid damage for every point of element power used, to any other effects of that force or surge. The target also has its AC reduced by 1 until the end of your next turn. On a success, the target takes half as much acid damage and does not have its AC reduced. One with the Sea Also at 3rd level, you gain a swimming speed equal to your walking speed and are able to breathe underwater. High Tide At 6th level, you have infused all of your elemental forces and surges with water from the elemental plane. Any time you deal damage with an elemental force or surge, you add an additional 1d6 acid damage for each point of element power spent on that force or suge. When you cast a force or surge that does not deal damage but affects a hostile creature, you may choose to have a bubble of water surround its head. You may only choose to do this if the creature failed the saving throw from the force or surge, or was hit by a spell attack. The creature must make a Constitution saving throw against the DC of High Tide: ` Hight Tide DC = 10 + Amount of element power spent ` On a failure, the creature is considered deafened, and is unable to breath or provide the vocal component for casting a spell. Constructs, undead, and creatures with the ability to breathe underwater are unaffected. This lasts for 1 minute. A creature may use an action to re-roll the saving throw to remove the bubble. Oasis When reaching 14th level, your ability to control water that restores or crushes life has increased dramatically. While using your Restorative Waves or Corrosive Tide features, you gain the following benefits: You may add your Charisma modifier and proficiency bonus to the total amount of damage dealt or health restored.

Restorative Waves . After using a bonus action to use this feature, choose a number of creatures within 30 feet up equal to your Charisma modifier. Each creature gains temporary hit points equal to the amount of element power spent plus half of your elementalist level.

. After using a bonus action to use this feature, choose a number of creatures within 30 feet up equal to your Charisma modifier. Each creature gains temporary hit points equal to the amount of element power spent plus half of your elementalist level. Corrosive Tide. For each die of damage rolled with this feature, you may choose to change the damage type from acid to cold or bludgeoning. Creatures automatically fail the saving throw to take half damage. The damage die increases to 1d8 per element power.

In addition, your presence is calming and refreshing to those around you. Once every hour, you may choose up to 8 creatures within 30 feet who regain hit points equal to half of your elementlist level. You have advantage on Persuasion (Charisma) checks with creatures affected by this feature, regardless if they regain hit points or not. Leviathen At 20th level, your connection to the elemental plane of water has altered your physical form. You gain the following traits: Clear Body . You are considered to be under the Freedom of Movement spell at all times. You also have advantage on saving throws against charm or sleep effects.

. You are considered to be under the Freedom of Movement spell at all times. You also have advantage on saving throws against charm or sleep effects. Water Form . While under water, you may use a bonus action to turn invisible. You may cancel this and reappear at any time withouth using an action.

. While under water, you may use a bonus action to turn invisible. You may cancel this and reappear at any time withouth using an action. Liquid. You may cast the Create or Destroy Water and Alter Self spells at will. Aspect of Unity While many elementalists find a connection to one of the elemental planes and focus solely on it, there are a select few who are able to equally tap the powers of all four planes and bring balance to their magical capabilities. By training in balancing the four elements, they are able to expand theirr spellcasting ability beyond that of other elementalists. This also provides a wider view of the world, improving their insight into their surroundings. Unity Aspect Spells Unlike the other aspects, unity attempts to unite all the elements together in a harmonious display. At 3rd, 5th, 7th, and 9th levels, choose two from any of the following sources: Air, Earth, Fire and Water Aspect spell lists

Primal Spell forces from the description at the end of this class. Any aspect spell or primal spell chosen at these levels do not count against the numer of forces you know, and are considered aspect spells for you. Your choices must be of a level which you are able to cast. Well of Power At 3rd level, by tapping into the power of all the elemental planes, you are able to delve deeper into your elemental magic to cast elemental forces. When casting elemental forces, you may recover an amount of element power equal to half of the amount spent, rounded down. If you do so, make a Wisdom check against a DC of 8 plus the amount of power spent on that force. If you fail, you are unable to use this feature until you finish a long rest. Mending Surge Also at 3rd level, when rolling Hit dice to recover hit points during a short rest, you may instead recover element power equal to the amount rolled plus your Wisdom modifier. Unifying Force At 6th level, when you deal acid, fire, force, lightning, cold, or thunder damage with a force or surge, you may change the damage type to another of those listed. When you regain element power with your well of power feature, you may immediately expend that amount to cast another force or surge as a bonus action. If you do so, you must expend all the element power gained and make a Wisdom saving throw. On a failed save, you can only spend an amount of element power up to half of your elementalist level on your next turn. Elemental Prodigy When you reach 14th level, you have learned to feel the ebb and flow of primal magic around you. When forced to make a saving throw against a magical effect, you are considered to have expertise in that saving throw, adding your proficiency bonus twice to the roll. On a successful save against a spell, you absorb a portion of the magic's effect and gain element power equal to half of the spell's level, rounded up. You also learn the Prestidigitation cantrip. While using this cantrip when interacting with a creature, you gain advantage on any Charisma ability checks. Balance of Power By 20th level you have mastered the ability to wield magic from all four elemental planes. You are able to use the benefits from all four planar adept choices. You also gain the following traits: Conduit . As a bonus action, you may lower your current hit points by an amount that you choose. For every 2 hit points lost in this way, you gain one element power.

. As a bonus action, you may lower your current hit points by an amount that you choose. For every 2 hit points lost in this way, you gain one element power. Mastery . When casting a force or empowering a surge, reduce the element power required by 1. The minimum amount of element power required can't go below 1.

. When casting a force or empowering a surge, reduce the element power required by 1. The minimum amount of element power required can't go below 1. Prime Aspect. You learn all aspect spells available to the Air, Earth, Fire, and Water aspects.

Elemental Surges Brief flashes of your elemental power manifests in a surge of energy that you can continuously use without expending more potent resources. Douse As an action, you condense a small globe of water which you launch at a creature within 30 feet. Make a ranged spell attack, on a hit the creature is doused in water slowing thier movement by 10 feet until the end of their next turn. You may empower this surge with your element power, gaining the following benefits: 1 element power or more : Until the end of its next turn, all terrain for the creature is considered difficult terrain.

: Until the end of its next turn, all terrain for the creature is considered difficult terrain. 2 element power or more : The next attack against the creature gains advantage.

: The next attack against the creature gains advantage. 3 element power or more: The target creature gains vulnerability against the next attack. Overpower. You can use this surge as a bonus action. Earthen Guantlets As an action, you cover your arms and hands with a layer of rock and stone for 1 minute. While active, your unarmed attacks deal 1d4 + your Strength modifier bludgeoning damage and are considered to have the Siege (damage dealt to structures is doubled) property . You may empower this surge with your element power, gaining the following benefits: 2 element power or more : Damage increased to 1d6. Your unarmed attacks gain the Finesse Property.

: Damage increased to 1d6. Your unarmed attacks gain the Finesse Property. 4 element power or more : You may use two-weapon fighting when making unarmed attacks.

: You may use two-weapon fighting when making unarmed attacks. 6 element power or more : Damage increased to 1d8. Your unarmed attacks are considered magical for the purpose of overcoming resistances.

: Damage increased to 1d8. Your unarmed attacks are considered magical for the purpose of overcoming resistances. 8 element power or more : You may add your ability modifier to unarmed attacks made with two-weapon fighting.

: You may add your ability modifier to unarmed attacks made with two-weapon fighting. 10 element power or more : Damage increased to 1d10. Duration is increased to 1 hour.

: Damage increased to 1d10. Duration is increased to 1 hour. Additional element power over 10: Increase duration for 1 hour for each point of element power used after the 10th, to a maximum of 24 hours. Electrify As an action, make a ranged spell attack against a creature within 30 feet. On a hit, the creatures takes 2d4 lightning damage. You may empower this surge with your element power, gaining the following benefits: 1 element power or more: Add your Charisma modifier to the damage roll.

Add your Charisma modifier to the damage roll. 2 element power or more: Add an additional 1d4 to the damage roll, plus 1d4 for every additional point of power.

Add an additional 1d4 to the damage roll, plus 1d4 for every additional point of power. 4 element power or more: You may cast this surge as a bonus action. Fireblast With your action, you hurl a ball of fire at a target location within 30 feet that explodes on impact. All creatures in a 5 foot radius must make a Dexterity saving throw. On a failed save, creatures take 1d6 fire damage, or half on a success. You may empower this surge with your element power, gaining the following benefits: 1 element power or more: You may add your Charisma modifier to the damage roll.

You may add your Charisma modifier to the damage roll. 2 element power or more: Increase the range to 60 feet. Overpower. You may throw two balls of fire at once. You may choose the same targeted location for each one. Flash of Light As an action, you ignite a brief but blinding point of light. Any creature within a 20 foot radius centered on you must make a Constitution saving throw. On a failed save, creatures are blinded until the end of their next turn. You may empower this surge with your element power, gaining the following benefits: 2 element power or more: The radius is increased to 30 feet. Allies within the radius have advantage on the save.

The radius is increased to 30 feet. Allies within the radius have advantage on the save. 3 element power or more: The duration of the blinded effect lasts for 1 minute. Geyser As an action, you cause a spout of water to erupt underneath a creature within 30 feet. The creature must make a Dexterity saving throw or take 1d8 bludgeoning damage. You may empower this surge with your element power, gaining the following benefits: 1 element power or more: On a successful save, the creature takes half damage.

On a successful save, the creature takes half damage. 3 element power or more: You may choose to add 1d8 of fire or cold damage to the damage roll. If you choose neither, add 1d8 bludgeoning damage. Ground Pound As part of this action, make a Strength check. As you slam your fists into the ground, you send out a shockwave in a 15 foot cone in front of you. Creatures must make a Dexterity saving throw or take damage based your results: 9 and below = 1d4 bludgeoning

10 to 14 = 1d6 force damage

15 to 19 = 1d8 force damage

20 and above = 1d8 + 1d4 force damage You may empower this surge with your element power, gaining the following benefits: 2 element power or more: Increase the damage die by one tier, and gain advantage on the Strength check.

Increase the damage die by one tier, and gain advantage on the Strength check. 3 element power or more: You automatically succeed the DC 20 Strength check, and the damage increases to 2d12 force damage.

You automatically succeed the DC 20 Strength check, and the damage increases to 2d12 force damage. 4 element power or more: A failure on the saving throw knocks a creature prone. Damage is reduced by half on a success. Overpower. Increase the cone to 30 feet.

Heat Shield As your reaction, you may activate the heat around you to deflect an incoming attack. Reduce the amount of incoming damage by your elementalist level. After using Heat Shield, you must wait 1 minute before you can do so again. You may empower this surge with your element power, gaining the following benefits: 3 element power or more: Reduce incoming damage by an amount equal to your elementalist level plus your Charisma modifier. You gain temporary hit points equal to half of the reduced amount of damage, rounded down.

Reduce incoming damage by an amount equal to your elementalist level plus your Charisma modifier. You gain temporary hit points equal to half of the reduced amount of damage, rounded down. 6 element power or more: As part of the reaction, you may make a ranged spell attack against a creature within 30 feet. On a hit, you deal an amount of fire damage equal to the damage reduced by Heat Shield. Overpower. You are able to regain element power equal to your elementalist level when reducing damage. Molten Weapon As an action, you summon molten lava from the earth to enhance your weapon attacks. For 1 minute, any damage dealt by you with weapon attacks is fire damage. Any creature hit by your weapon attacks must make a Dexterity saving throw against your spell save DC or be set on fire, taking 1 fire damage at the end of each of its turns. A creature can put out the fire with an action. You may empower this surge with your element power, gaining the following benefits: 2 element power or more: Increase fire damage to 1d8.

Increase fire damage to 1d8. 4 element power or more: Increase your weapon's damage die to the next tier, up to a maximum of a d12. Your weapon attacks also deal 1d6 fire damage on top of the normal damage die. Rock Slide With your action, you cause the rock and stone underneath a targeted area within 30 feet of you to shift and slide. Creatures in a 15 ft radius around the location you choose must make a Dexterity saving throw or lose their balance. On a failed save creatures have disadvantage on their next weapon or spell attack. You may empower this surge with your element power, gaining the following benefits: 1 element power or more: The range of the surge becomes 60 feet.

The range of the surge becomes 60 feet. 2 element power or more: Creatures who fail the save are pushed 5 feet in a direction you choose. This movement provokes opportunity attacks.

Creatures who fail the save are pushed 5 feet in a direction you choose. This movement provokes opportunity attacks. 3 element power or more: Creatures who fail the save also have their AC reduced by 1 until the end of your next turn. Overpower. If a creature fails the saving throw, you may shift the ground underneath you to move 10 feet and gain +1 AC until the end of your next turn. Splash When a creature within 30 feet makes a weapon attack against you or a friendly creature, you may use your reaction to splash water in their eyes. The creature must make a Constitution saving throw or gain disadvantage on the attack roll. On a success or after the attack roll is made, the creature is immune to this effect for 24 hours. You may empower this surge with your element power, gaining the following benefits: 2 element power or more: The reaction can also give spell attack rolls disadvantage, or advantage to creatures making a saving throw against the target's spell effect that forces a saving throw.

The reaction can also give spell attack rolls disadvantage, or advantage to creatures making a saving throw against the target's spell effect that forces a saving throw. 4 element power or more: The effects from the reaction last for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the effect. Static Shock As an action, you electrify your body with an electric current to empower your next attack. On your next weapon attack, elemental force or surge, add 1d8 lightning damage to the damage roll. 2 element power or more: You may cast this surge as a bonus action. Overpower. Static Shock lasts until your next two weapon attacks, forces or surges hit a creature. Stone Shift As an action, you may reduce your AC by 2 to give a +1 bonus to your next weapon or spell attack roll. The reductions in AC lasts for 1 minute. You may empower this surge with your element power, gaining the following benefits: 2 element power or more: The reduction in AC lasts until the end of your next turn.

The reduction in AC lasts until the end of your next turn. 3 element power or more: The attack bonus lasts until the end your next turn.

The attack bonus lasts until the end your next turn. 4 element power or more: You may add the +1 bonus to damage rolls in addition to attack rolls. Overpower. While you have the +1 bonus active, add 2d6 bludgeoning damage to any damage rolls you make. Vortex As an action, you force a Medium or smaller creature within 60 feet to make a Strength saving throw. On a failed save, winds whip around the creature and they are grappled until the end of their next turn. You may empower this surge with your element power, gaining the following benefits: 1 element power or more: You may target Large or smaller creatures.

You may target Large or smaller creatures. 2 element power or more: The winds deal 2d6 bludgeoning damage on a failed save, or half as much on a success. Overpower. The target is grappled for 1 minute.

Watery Whip As an action, you summon a whip in a free hand made out of water. You are proficient with this weapon which has the statistics of a whip but also has the Light property. The whip lasts for 10 minutes. You may empower this surge with your element power, gaining the following benefits: 2 element power or more : Increase the damage die of the whip to 1d6.

: Increase the damage die of the whip to 1d6. 3 element power or more : The whip now deals cold damage.

: The whip now deals cold damage. 4 element power or more : Increase the reach of the whip to 15 feet.

: Increase the reach of the whip to 15 feet. 5 element power or more: Increase the damage die of the whip to 1d8. Overpower: While wielding this whip, when you take the attack action you may make 1 additional weapon attack. Wind Blades You are able to form a pair of daggers made from the wind itself. As an action, you may throw both daggers at a target within 60 feet. Make two ranged spell attacks, one for each dagger. On a hit, the daggers deal 1d6 piercing damage. You may empower this surge with your element power, gaining the following benefits: 2 element power or more: After throwing the daggers, you may move up to 10 feet in any direction. This movement does not provoke opportunity attacks.

After throwing the daggers, you may move up to 10 feet in any direction. This movement does not provoke opportunity attacks. 3 element power or more: You may add your Dexterity modifier to the damage rolls for each dagger. Overpower: You create a reservoir of wind currents to continuously throw daggers. If you spend a minimum of 4 element power, for 8 hours you may use an action to use the Wind Daggers elemental surge without expending additional element power. Elemental Forces The following list contains Elemental Forces available to learn as described in the Elemental Forces feature. DM Optional Rule: As a DM if you prefer to stick to the crafted spells from official releases, you can limit the elementalists selection of forces to the Primal Spells. Doing so should not limit the flavor of a character's choice, as each sub-class has multiple ways to use element power that set an elementalist apart from other spellcasters. Primal Spells 1st-Level You may take this force multiple times, learning a different 1st-level spell each time. Element Power: 2 minimum The following list of 1st-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Absorb Elements - Overpower. The resistance lasts for 1 minute. If you have been hit by the type of damage resisted, you may add the extra damage each turn.

- Overpower. The resistance lasts for 1 minute. If you have been hit by the type of damage resisted, you may add the extra damage each turn. Burning Hands - Overpower. The cone increases to 30 feet.

- Overpower. The cone increases to 30 feet. Catapult (EE) - Overpower. If a creature fails its Dexterity saving throw it is also knocked prone and the object continues its trajectory. The spell ends when a second target is hit by the object

- Overpower. If a creature fails its Dexterity saving throw it is also knocked prone and the object continues its trajectory. The spell ends when a second target is hit by the object Create or Destroy Water

Earth Tremor (EE) - Overpower. If you spend at least 5 element power, the duration becomes 1 minute instead of instantaneous. At the end of each of your turns, creatures in range must make the saving throw.

- Overpower. If you spend at least 5 element power, the duration becomes 1 minute instead of instantaneous. At the end of each of your turns, creatures in range must make the saving throw. Feather Fall - Overpower. The duration extends to 8 hours.

- Overpower. The duration extends to 8 hours. Fog Cloud - Overpower. The fog can't be dispersed, even by hurricane strength winds.

- Overpower. The fog can't be dispersed, even by hurricane strength winds. Ice Knife (EE) - Overpower. On a hit, the targeted creature must make a Constitution saving throw or become rooted in place by ice for 1 minute. A rooted creature's speed is 0 and is considered grappled.

- Overpower. On a hit, the targeted creature must make a Constitution saving throw or become rooted in place by ice for 1 minute. A rooted creature's speed is 0 and is considered grappled. Thunderwave - Overpower. The radius increases to a 20 foot cube, and may be cast at a 60 foot range. Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (2nd-level requires 4 power, 3rd-level requires 6 power, etc.) 2nd-Level Prerequisite: 3rd-level You may take this force multiple times, learning a different 2nd-level spell each time. Element Power: 3 minimum The following list of 2nd-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Aganazzar's Scorcher (EE) - Overpower. The line of fire becomes 15 feet wide.

- Overpower. The line of fire becomes 15 feet wide. Continual Flame

Dust Devil (EE) - Overpower. While using a bonus action to move the dust devil, you may make a melee spell attack against a creature within 5 feet of the dust cloud. On a hit, it deals damage equal to spell's damage die.

- Overpower. While using a bonus action to move the dust devil, you may make a melee spell attack against a creature within 5 feet of the dust cloud. On a hit, it deals damage equal to spell's damage die. Earthbind - Overpower. The target becomes restrained for the duration.

- Overpower. The target becomes restrained for the duration. Flame Blade - Overpower. You may use your attack action to make melee spell attacks with the blade. Increase the damage die by 1d6.

- Overpower. You may use your attack action to make melee spell attacks with the blade. Increase the damage die by 1d6. Flaming Sphere - Overpower. The sphere deals damage upon creation, and creatures who fail the saving throw are set on fire taking 1d10 fire damage at the start of their turns. A creature may use an action to put out the fire.

- Overpower. The sphere deals damage upon creation, and creatures who fail the saving throw are set on fire taking 1d10 fire damage at the start of their turns. A creature may use an action to put out the fire. Gust of Wind - Overpower. Creatures who fail the saving throw are also knocked prone and have their movement reduced to 0.

- Overpower. Creatures who fail the saving throw are also knocked prone and have their movement reduced to 0. Maximillian's Earthen Grasp (EE) - Overpower. You may choose two 5-foot-square areas for the spell to affect, and may have up to two creatures held by the spell at a time.

- Overpower. You may choose two 5-foot-square areas for the spell to affect, and may have up to two creatures held by the spell at a time. Misty Step- Overpower. You may concentrate on this spell for 1 minute. While concentrating, you may use a bonus action to use Misty Step without expending element power.

Scorching Ray - Overpower. When a ray hits a target, creatures in a 10 foot radius must make a Constitution saving throw or be blinded for 1 minute.

- Overpower. When a ray hits a target, creatures in a 10 foot radius must make a Constitution saving throw or be blinded for 1 minute. Shatter - Overpower. Creatures affected by Shatter have their AC reduced by 1 for 1 minute, and become stunned until the end of their next turn.

- Overpower. Creatures affected by Shatter have their AC reduced by 1 for 1 minute, and become stunned until the end of their next turn. Skywrite

Snilloc's Snowball Swarm (EE) - Overpower. Increase the radius to 10 feet, and creatures in the area have their speed reduced by half until the end of their next turn.

- Overpower. Increase the radius to 10 feet, and creatures in the area have their speed reduced by half until the end of their next turn. Warding Wind (EE) - Overpower. The duration becomes 1 hour. As a bonus action, you may have the wind stop or start up again while you concentrate on the spell. Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (3rd-level requires 5 power, 4th-level requires 7 power, etc.) 3rd-level Prerequisite: 5th-level You may take this force multiple times, learning a different 3rd-level spell each time. Element Power: 4 minimum The following list of 3rd-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Call Lightning - Overpower. The source of lightning emerges as a cloud underneath you, and the spell no longer fails if you are unable to see a point in the sky where the storm cloud can form.

- Overpower. The source of lightning emerges as a cloud underneath you, and the spell no longer fails if you are unable to see a point in the sky where the storm cloud can form. Elemental Weapon - Overpower. The additional damage die increases to a d6.

- Overpower. The additional damage die increases to a d6. Erupting Earth (EE) - Overpower. The spell extends to 4 additional 5-foot cubes connected to the starting 20-foot cube. Each cube must connect to the face of another cube.

- Overpower. The spell extends to 4 additional 5-foot cubes connected to the starting 20-foot cube. Each cube must connect to the face of another cube. Fireball - Overpower. Creatures who fail the saving throw become vulnerable to the next source of fire damage until the end of your next turn.

- Overpower. Creatures who fail the saving throw become vulnerable to the next source of fire damage until the end of your next turn. Gaseous Form - Overpower. The target's speed becomes 30 feet.

- Overpower. The target's speed becomes 30 feet. Lightning Bolt - Overpower. You may choose a point within 30 feet as the source for the bolt of lightning.

- Overpower. You may choose a point within 30 feet as the source for the bolt of lightning. Meld Into Stone - Overpower. You gain vision of the surround area while melded in the stone and no longer have disadvantage on Wisdom (Perception) checks.

- Overpower. You gain vision of the surround area while melded in the stone and no longer have disadvantage on Wisdom (Perception) checks. Melf's Minute Meteors (EE) - Overpower. The range of this spell increases to 200 feet. You may send up to all of your remaining meteors at a point you see within range instead of up to two.

- Overpower. The range of this spell increases to 200 feet. You may send up to all of your remaining meteors at a point you see within range instead of up to two. Protection from Energy - Overpower. You may give resistance to two types of damage.

- Overpower. You may give resistance to two types of damage. Sleet Storm - Overpower. Creatures in the area take 3d4 cold damage if they end their turn in the storm.

- Overpower. Creatures in the area take 3d4 cold damage if they end their turn in the storm. Tidal Wave (EE) - Overpower. Creatures hit by the wave are drenched in water, becoming vulnerable to the next source of cold or lightning damage until the end of your next turn.

- Overpower. Creatures hit by the wave are drenched in water, becoming vulnerable to the next source of cold or lightning damage until the end of your next turn. Wall of Sand (EE) - Overpower. A creature passing through the wall must make a Strength saving throw or become restrained in the wall. Creatures restrained in this fashion are unable to breathe. While restrained, a creature can reroll the saving throw at the start of each of its turns.

- Overpower. A creature passing through the wall must make a Strength saving throw or become restrained in the wall. Creatures restrained in this fashion are unable to breathe. While restrained, a creature can reroll the saving throw at the start of each of its turns. Wall of Water (EE) - Overpower. Ranged attacks recieve an additional -5 penalty to attack rolls when trying to pass through the wall, and all fire damage is extinguished when passing through the wall.

- Overpower. Ranged attacks recieve an additional -5 penalty to attack rolls when trying to pass through the wall, and all fire damage is extinguished when passing through the wall. Water Breathing - Overpower. The duration lasts for 7 days.

- Overpower. The duration lasts for 7 days. Water Walk - Overpower. While walking on a liquid surface, you gain an additional 15 feet of movement.

- Overpower. While walking on a liquid surface, you gain an additional 15 feet of movement. Wind Wall- Overpower. The winds are strong enough to deflect large missiles, such as boulders, up to 10 feet from the wall. Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (4th-level requires 6 power, 5th-level requires 8 power, etc.) 4th-Level Prerequisite: 7th-level You may take this force multiple times, learning a different 4th-level spell each time. Element Power: 5 minimum The following list of 4th-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Conjure Minor Elementals - Overpower. You don't need to concentrate on this spell after casting it.

- Overpower. You don't need to concentrate on this spell after casting it. Control Water

Elemental Bane - Overpower. The target becomes vulnerable to the damage type selected in addition to the other effects.

- Overpower. The target becomes vulnerable to the damage type selected in addition to the other effects. Fire Shield - Overpower. The shield also deals damage against ranged attacks within 120 feet. It can also be used as a bonus action.

- Overpower. The shield also deals damage against ranged attacks within 120 feet. It can also be used as a bonus action. Ice Storm - Overpower. You may concentrate on this spell, extending the duration to one additional round. You may use an action on your next turn to have the storm occur again without expending addtional element power.

- Overpower. You may concentrate on this spell, extending the duration to one additional round. You may use an action on your next turn to have the storm occur again without expending addtional element power. Stone Shape

Stoneskin - Overpower. You may cast this spell at higher levels, increasing the range to 30 feet and able to affect an additional target per spell level. Each additional level costs 2 element power.

- Overpower. You may cast this spell at higher levels, increasing the range to 30 feet and able to affect an additional target per spell level. Each additional level costs 2 element power. Storm Sphere (EE) - Overpower. With the bonus action of the spell, you may target up to one additional creature to make a ranged spell attack against.

Wall of Fire - Overpower. Creatures damaged by the wall must make a Wisdom saving throw or become frightened. The wall is the source of their fear and remains until the wall is dispelled or dispersed.

- Overpower. Creatures damaged by the wall must make a Wisdom saving throw or become frightened. The wall is the source of their fear and remains until the wall is dispelled or dispersed. Watery Sphere (EE) - Overpower. While you concentrate on this spell, you may use an action to chill the water in the sphere, dealing 3d8 cold damage to any creature restrained by the sphere. Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (5th-level requires 7 power, 6th-level requires 9 power, etc.) 5th-Level Prerequisite: 9th-level You may take this force multiple times, learning a different 5th-level spell each time. Element Power: 6 minimum The following list of 5th-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Commune with Nature

Cone of Cold - Overpower. Creatures in the affected area have their speed reduced to half until the end of their next turn. The area also becomes difficult terrain for 1 minute.

- Overpower. Creatures in the affected area have their speed reduced to half until the end of their next turn. The area also becomes difficult terrain for 1 minute. Conjure Elemental - Overpower. You don't need to concentrate on this spell after casting it.

- Overpower. You don't need to concentrate on this spell after casting it. Contact Other Plane

Control Winds (EE) - Overpower. You may sustain up to two of the spell's effects at once, but if you do so the duration is reduced to 10 minutes.

- Overpower. You may sustain up to two of the spell's effects at once, but if you do so the duration is reduced to 10 minutes. Immolation - Overpower. While the target is burning, all creatures within 10 feet of the target also must make Dexterity saving throws to avoid the flames. The damage equals 3d6 on a failed save or half as much on a success.

- Overpower. While the target is burning, all creatures within 10 feet of the target also must make Dexterity saving throws to avoid the flames. The damage equals 3d6 on a failed save or half as much on a success. Maelstrom - Overpower. Creatures have disadvantage on the saving throw.

- Overpower. Creatures have disadvantage on the saving throw. Transmute Rock (EE)

Wall of Stone Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (6th-level requires 8 power, 7th-level requires 10 power, etc.) 6th-Level Prerequisite: 11th-level You may take this force multiple times, learning a different 6th-level spell each time. Element Power: 8 minimum

8 minimum Overwhelming (6th-Level): Recharges after a long rest The strength of these spells drains your available power more than other forces. You may only cast a 6th-level spell once per day, regardless of how many forces you know that are of this level. This force recharges after you finish a long rest. The following list of 6th-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Bones of the Earth (EE) - Overpower. Creatures who fail the saving throw become stunned until the end of their next turn. Friendly creatures who choose to fail the save are not stunned.

- Overpower. Creatures who fail the saving throw become stunned until the end of their next turn. Friendly creatures who choose to fail the save are not stunned. Chain Lightning - Overpower. The additional bolts of lightning that jump from the initial target have a range of 120 feet.

- Overpower. The additional bolts of lightning that jump from the initial target have a range of 120 feet. Find the Path

Flesh to Stone - Overpower. While affected by this spell, a creature is vulnerable to bludgeoning damage.

- Overpower. While affected by this spell, a creature is vulnerable to bludgeoning damage. Investiture of Flame (EE) - Overpower. After casting this spell, you may immediately use your bonus action to use the third beneficial feature to create a line of fire.

- Overpower. After casting this spell, you may immediately use your bonus action to use the third beneficial feature to create a line of fire. Investiture of Ice (EE) - Overpower. After casting this spell, you may immediately use your bonus action to use the fourth beneficial feature to create a cone of freezing wind.

- Overpower. After casting this spell, you may immediately use your bonus action to use the fourth beneficial feature to create a cone of freezing wind. Investiture of Stone (EE) - Overpower. After casting this spell, you may immediately use your bonus action to use the second beneficial feature to create a small earthquake.

- Overpower. After casting this spell, you may immediately use your bonus action to use the second beneficial feature to create a small earthquake. Investiture of Wind (EE) - Overpower. After casting this spell, you may immediately use your bonus action to use the third beneficial feature to create a cube of swirling wind.

- Overpower. After casting this spell, you may immediately use your bonus action to use the third beneficial feature to create a cube of swirling wind. Move Earth - Overpower. You are able to shape natural stone but not cut stone or constructed buildings of stone. If you do so, you can only move half the amount compared to dirt, sand, or clay.

- Overpower. You are able to shape natural stone but not cut stone or constructed buildings of stone. If you do so, you can only move half the amount compared to dirt, sand, or clay. Otilukes' Freezing Sphere - Overpower. Creatures who take damage from this spell have their speed reduced to 0 until the end of their next turn.

- Overpower. Creatures who take damage from this spell have their speed reduced to 0 until the end of their next turn. Planar Ally

Primordial Ward (EE) - Overpower. When you gain immunity to a type of damage, you do not lose resistance to the other damage types. The immunity still only lasts until the end of your next turn, and when the immunity ends you no longer have resistance to that type of damage.

- Overpower. When you gain immunity to a type of damage, you do not lose resistance to the other damage types. The immunity still only lasts until the end of your next turn, and when the immunity ends you no longer have resistance to that type of damage. Wall of Ice - Overpower. The wall is no longer vulnerable to fire damage, and its AC increases to 15.

- Overpower. The wall is no longer vulnerable to fire damage, and its AC increases to 15. Wind Walk Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (7th-level requires 10 power, 8th-level requires 12 power, etc.)

7th-Level Prerequisite: 13th-level You may take this force multiple times, learning a different 7th-level spell each time. Element Power: 10 minimum

10 minimum Overwhelming (7th-Level): Recharges after a long rest The strength of these spells drains your available power more than other forces. You may only cast a 7th-level spell once per day, regardless of how many forces you know that are of this level. This force recharges after you finish a long rest. The following list of 7th-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Delayed Blast Fireball - Overpower. Creatures who take damage from this spell are also lit on fire, taking 1d10 fire damage at the end of each of their turns. A creature may use an action to put out the flames. Creatures who succeeded the saving throw take half as much damage from being on fire.

- Overpower. Creatures who take damage from this spell are also lit on fire, taking 1d10 fire damage at the end of each of their turns. A creature may use an action to put out the flames. Creatures who succeeded the saving throw take half as much damage from being on fire. Fire Storm - Overpower. You may cast this spell at higher levels for 2 element power per level. Each level adds 1d12 fire damage.

- Overpower. You may cast this spell at higher levels for 2 element power per level. Each level adds 1d12 fire damage. Whirlwind (EE) - Overpower. The radius increases to 15 feet, and each creature in the whirlwind are pulled 10 feet higher at the start of their turn. Power spent over minimum. If the spell allows it, you may cast these spells at a higher level for 2 addtional points of element power per spell level. (8th-level requires 12 power, 9th-level requires 14 power, etc.) 8th-Level Prerequisite: 15th-level You may take this force multiple times, learning a different 8th-level spell each time. Element Power: 12 minimum

12 minimum Overwhelming (8th-Level): Recharges after a long rest The strength of these spells drains your available power more than other forces. You may only cast an 8th-level spell once per day, regardless of how many forces you know that are of this level. This force recharges after you finish a long rest. The following list of 8th-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Control Weather - Overpower. You move the weather more quickly, changing the weather on the tables listed in the spell by two stages up or down instead of one.

- Overpower. You move the weather more quickly, changing the weather on the tables listed in the spell by two stages up or down instead of one. Earthquake - Overpower. Increase the range to 1,000 feet.

- Overpower. Increase the range to 1,000 feet. Incendiatry Cloud - Overpower. The cloud can't be disperesed, even by hurricane strength winds. At the start of your turn, you may choose to instead increase the radius by 5 feet instead of moving the cloud. If you do so, the duration is reduced by 1 round.

- Overpower. The cloud can't be disperesed, even by hurricane strength winds. At the start of your turn, you may choose to instead increase the radius by 5 feet instead of moving the cloud. If you do so, the duration is reduced by 1 round. Tsunami- Overpower. Increase each instance of damage dealt by 1d10. ` 9th-Level Prerequisite: 17th-level You may take this force multiple times, learning a different 9th-level spell each time. Element Power: 14 minimum

14 minimum Overwhelming (9th-Level): Recharges after a long rest The strength of these spells drains your available power more than other forces. You may only cast a 9th-level spell once per day, regardless of how many forces you know that are of this level. This force recharges after you finish a long rest. The following list of 9th-level spells are available when choosing this force. Each spell has its own listing for benefits from overpower. Reference the spell's source for details: Meteor Swarm - Overpower. You create five meteors instead of four. All other effects from the spell apply to the fifth meteor.

- Overpower. You create five meteors instead of four. All other effects from the spell apply to the fifth meteor. Storm of Vengeance- Overpower. The strength of the storm increases one round earlier and lasts one additional round. ` Forces Aura of Immolation Element Power: 2 minimum

2 minimum Casting Time: 1 action

1 action Range: Self, 10 ft radius

Self, 10 ft radius Duration: 1 minute You bathe yourself in bright red and orange flames. At the end of your turn, any creature within 10 ft of you must make a Dexterity saving throw. A target takes 1d10 fire damage on a failed save, or half as much damage on a successful one. If a creature moves within range for the first time, it must also make a saving throw. Power spent over minimum. For every additional 2 points of element power, increase damage by 1d10, up to a maximum of 5d10. Overpower. Increase radius to 20 feet. Backlash Element Power: 1 minimum

1 minimum Casting Time: 1 reaction

1 reaction Range: 15 ft

15 ft Duration: Instantaneous When you or an ally within range are dealt damage from a creature in melee range, you can use your reaction to to make a melee spell attack at that creature dealing 2d4 fire damage as you erupt fire around them. Power Spent over Minimum. For every 1 additional point of element power, increase damage by 1d4. Spending at least 5 element power gives the creature disadvantage on all attacks until the end of their next turn. Overpower. Backlash also strikes a creature of your choice within 15 ft of the first creature.

Cloud Dance Prerequisite: Aspect of Air Element Power: 6 minimum

6 minimum Casting Time: 1 action

1 action Range: Self

Self Duration: 1 minute As an action, you take a stance similar to floating clouds in the sky. While Cloud Dance is active, you gain the following: Add a +2 bonus to your AC

You may take the Dash, Disengage or Dodge actions as a bonus action on each of your turns.

Ranged weapon and ranged spell attacks against you have disadvantage. If you take any damage, you lose this property until the start of your next turn. Power Spent over Minimum. Spending the following additional amounts of element power add more effects to Cloud Dance: 2 Element Power or more: At the end of your turn, deal 2d4 thunder damage to enemies in a 5 foot radius.

At the end of your turn, deal 2d4 thunder damage to enemies in a 5 foot radius. 5 Element Power or more: While Cloud Dance is active, you may use an action to turn invisible until the start of your next turn.

While Cloud Dance is active, you may use an action to turn invisible until the start of your next turn. 8 Element Power or more: When casting Cloud Dance, you cast the Call Lightning spell at 3rd-level immmediately after as a free action. You have advantage on Concentration checks to maintain Call Lightning. Overpower. When dealing lightning or thunder damage, add 1 additional damage die to the roll. Enhancement Element Power: 4 minimum

4 minimum Casting Time: 1 action

1 action Range: Self

Self Duration: 10 minutes Choose one type of damage: cold, fire, lighting, or thunder. For the duration, add 2d4 of the chosen damage to any attacks, forces, or surges that deal damage to a target. Power Spent over Minimum. For every additional 2 points of element power, increase damage by 1d4. If you spend at least 10 element power, increase the duration to 8 hours. Overpower. Damage from Enhancement now overcomes any resistances the target may have. If the target does not have resistance, you may choose to give the target vulnerability to the empowerment damage. You may apply vulnerability a number of times equal to the total element power spent on this force. Eruption Prerequisite: 5th-level Element Power: 8 minimum

8 minimum Casting Time: 1 action

1 action Range: 120 ft

120 ft Duration: Instantaneous Choose a point within range that is solid ground. As you raise your fist in the air, a miniature volcano rises from the

chosen point. Creatures in a 15 ft radius must make a Dexterity saving throw. On a failure, creatures suffer 6d6 fire damage and 6d6 bludgeoning damage or half as much on a success. The volcano becomes difficult terrain for 1 minute before it sinks back into the earth. Power Spent over Minimum. For every 4 additional points of element power, increase fire damage by 1d6 and bludgeoning damage by 1d6. If a total of 14 element power is spent, the volcano covers a 30 ft radius with smoke and ash that heavily obscures the area. Creatures in the ash cloud must make a Constitution saving throw or take 1d6 fire damage and are unable to breath. Overpower. Reduce the minimum amount of element power required to spend by 1, and the additional point amount by 1. Feather Step Prerequisite: 3rd-level Element Power: 1 minimum

1 minimum Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous You gain flying speed equal to your walking speed until the end of your next turn. Power Spent over minimum. If you spend 4 element power, you instead cast the Fly spell. For every 2 additional power over 4, cast the Fly spell at a higher level. (6 power changes to Fly to 4th-level, 8 power changes to 5th-level, and so on). Overpower: When spending at least 5 element power, the duration of Fly is increased to 8 hours and does not require concentration. Fiery Core Element Power: 3 minimum

3 minimum Casting Time: 1 action

1 action Range: 60 feet

60 feet Duration: Instantaneous You choose a creature in range to ignite a spark in their physical core. The creature must make a Constitution saving throw or take 2d8 fire damage and have a fire light up inside of their body until the end of your next turn. While on fire from within, the target loses any damage resistances, and any other attacks that deal fire damage sets the creature on fire, dealing 1d10 fire damage. While on fire the creature takes 1d10 fire damage at the end of each of its turns, unless it takes an action to put out the flames. On a success, the creature takes half damage and is not ignited. Power Spent over Minimum. For every 3 additional points of element power, increase damage by 1d8. If you spend 10 power, on a failed save the creature is set on fire immediately. Overpower. Choose a point that you can see. All creatures in a 10 ft radius are affected by Fiery Core.

Frost Breath Prerequisite: 5th-level Element Power: 4 minimum

4 minimum Casting Time: 1 action

1 action Range: 20 ft cone

20 ft cone Duration: Instantaneous Taking a deep breath, as an action you expel a large swath of cold air in a 20 foot cone in front of you. All creatures within this cone must make a Constitution saving throw or become grappled by ice. At the end of a creature's turn who is grappled, they can re-roll the saving throw to fight off the cold and break the grapple. If a creature fails the save 3 times, it becomes restrained for 1 minute. After a successful save the creature is no longer grappled but has its movement reduced by 10 until the start of its next turn. Power Spent over Minimum. For every 3 additional element power spent, Frost Breath deals 3d6 cold damage on a failed save or half as much on a success. Spending a total of at least 8 element power forces creatures to have to successfully save 3 times instead of once to shake off the grappled condition. The saves do not need to be made in successive order. If at least 12 element power is spent, targets are restrained instead of grappled, and are petrified after failing 3 saving throws. Overpower. All creatures have disadvantage on the initial saving throw and take 2d6 cold damage. Ironfist Element Power: 2 minimum

2 minimum Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneoous You fist becomes encased in solid iron. Make a melee spell attack against a target in range. On a hit, you deal 3d6 bludgeoning damage. Damage against structures is doubled. Power Spent over Minimum. For every 2 additional points of element power, increase damage by 1d6. If you spend at least 4 additional points of element power, the creature must make a Strength saving throw or become stunned until the end of its next turn. Overpower. As a bonus action, you may use Ironfist against another target within 5 feet of the first target. Reflective Coat Element Power: 6 minimum

6 minimum Casting Time: 1 reaction

1 reaction Range: 30 ft

30 ft Duration: Instantaneous When you or a friendly creature are hit by a targeted ranged spell attack, you may use your reaction to create a shield of ice that blocks the incoming attack, causing it to miss entirely. If the spell is one of 5th level or higher, you must make a Charisma saving throw against the caster's spell save DC or the Reflective Coat fails to block the attack. Power Spent over Minimum. If you spend 4 additional element power, you may make a Charisma saving throw to attempt to reflect the spell back at the caster. The DC is the spell's level + 10. If you spend 2 additional element power when reflecting a spell, you may choose a different target than the original caster of the spell. Overpower. The target of Reflective Coat gains resistance against all damage until the end of your next turn. Tomb Element Power: 4 minimum

4 minimum Casting Time: 1 minute

1 minute Range: 30 ft

30 ft Duration: 1 hour Over the course of casting this force, you hollow out a 5 foot cube of earth that appears to be solid ground but is a pit trap 10 feet deep. You can designate any number of creatures to be allowed to walk over the pit without falling in. Any creature not designated to walk over the pit, must make a Dexterity saving throw or fall in. A creature with true sight can see past the false appearence and makes the save with advantage if they walk over the pit. The pit can hold 1 medium or 2 smaller creatures. When a creature falls in the pit for the first time, you may choose to end the force to collapse the walls around the pit to trap the creature. The creature is then considered to be buried and suffocating. It can attempt to dig its way out with a Strength saving throw against your spell DC. On 3 successes the creature is able to crawl out of the pit but suffers one point of exhaustion. Power Spent over Minimum. For every 3 additional points of element power, increase the size of the pit by a 5 foot cube. Every additional cube increases the number of medium creatures it can hold by 1, and small creatures by 2. When the total size of the pit reaches 10 cubic feet, it may hold 1 Large creature. At 20 cubic feet, the pit may hold 1 Huge creature. Volcanic Presence Element Power: 5 minimum

5 minimum Casting Time: 1 action

1 action Range: Self

Self Duration: 1 minute As an action, you start to heat your body to a temperature that scorches the earth around you. When you use this force, choose any number of creatures within 30 ft of you to make a Charisma saving throw. On a failed save, a creature become frightened of you. Any spell, force, surge, or weapon attack that deals fire damage while Volcanic Presence is active forces a creature to make the saving throw or become frightened. If a creature fails a saving throw while already frightened, they must use their reaction to move their speed directly away from you as far as they can. If they can no longer move away from you, they must take the Dodge action. Power Spent over Minimum. Spending an additional 5 element power allows you to maximize the damage from a spell, force, or surge you cast while Volcanic Presence is active. When you do so, Volcanic Presence is dispelled and any creature in a 10 ft radius (including you) must make a Dexterity saving throw. On a failure, a creature takes 8d6 fire damage, or half as much on a success.