The Elementalist Elementalists are individuals who have been gifted with a connection to the Elemental Planes of Air, Fire, Earth, and Water. They can channel and build up elemental energy from these planes and shape them with their wills to form explosive blasts, walls, and even protective armor for themselves or their comrades. Elementalists are continually trying to improve their ability to channel energy, as well as craft new and more powerful scaffolds to put that energy into. There are some that say the most powerful Elementalists can become the embodiment of an element, or even shape new elementals with their will...

The Elementalist Level Proficiency Bonus Features Shape Learned 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Attunement Changes 1st +2 Elemental Attunement, Shaping, Channeling Shot 2 — — — — — — — — — 2nd +2 — Essence 3 — — — — — — — — — 3rd +2 Elemental Boon Cone 4 2 — — — — — — — — 4th +2 Ability Score Increase Lance 4 3 — — — — — — — — 5th +3 Primordial Adept, Daily Element Selection +1 Blast 4 3 2 — — — — — — 3 6th +3 Force of Will, Quick Channel Cloak 4 3 3 — — — — — — 3 7th +3 — Wall 4 3 3 1 — — — — — 4 8th +3 Ability Score Increase Missile 4 3 3 2 — — — — — 4 9th +4 — Chains 4 3 3 3 1 — — — — 4 10th +4 Elemental Envelopment Barrage 4 3 3 3 2 — — — — 4 11th +4 Primordial Mastery, Daily Element Selection +2 Weapon 4 3 3 3 2 1 — — — 5 12th +4 Ability Score Increase Sentinel 4 3 3 3 2 1 — — — 5 13th +5 Overchannel Armor 4 3 3 3 2 1 1 — — 5 14th +5 Solid Will Terrain 4 3 3 3 2 1 1 — — 5 15th +5 — Pillar 4 3 3 3 2 1 1 1 — 5 16th +5 Ability Score Increase, Daily Element Selection +3 Barrier 4 3 3 3 2 1 1 1 — 6 17th +6 Enhanced Overchannel Storm 4 3 3 3 2 1 1 1 1 6 18th +6 Elemental Aura — 4 3 3 3 3 1 1 1 1 6 19th +6 Ability Score Increase Scourge 4 3 3 3 3 2 1 1 1 6 20th +6 Elemental Lord — 4 3 3 3 3 2 2 1 1 Unlimited 1

Class Features As an Elementalist, you gain the following class features: Hit Points Hit Dice: 1d6 per Elementalist level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Elementalist level after 1st Proficiencies Armor: None

Weapons: Daggers, darts, slings, quarterstaffs

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose any two (2) from: Arcana, Insight, Nature, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger

a focus

(a) a dungeoneer's pack or (b) an explorer's pack Elemental Attunement The Elementalist's ability to harness energy from the elemental planes requires strong force of will. The Elementalist can only attune to one element at a time, and has mental limits on how many planes they can easily switch between. At 1st level, the Elementalist can only select one element at the end of a long rest, and cannot change attunement until the next long rest. At level 5, two elements are available, with three at level 11, and all four at level 16. At the end of each long rest, you select an attunement from the planes that are chosen as available to you on that day. As an Action, you can change your current attunement, up to the number of Attunement Changes as listed in the Elementalist table. All previously channeled elemental power is lost when attunement is changed, and all Attunement Changes are regained after a long rest. The plane that the Elementalist is attuned to changes the cantrips available to them, as well as the damage type and secondary effects of any Shape employed. Channeling and Shaping Elementalists channel elemental energy from the Elemental Plane they are currently attuned to. Once enough energy has been channeled, it can then be formed by the Elementalist's will. As the Elementalist grows in power, they will be able to channel energy more often, and shape it into more powerful forms. Since the Shapes that the Elementalist employs are formed and maintained with their willpower, the Elementalist's Spellcasting Attribute is Wisdom. Due to the danger of channeling raw elemental energy, a focus is required to both Channel and Shape energy without harm. The Elementalist can attempt to do so, but at great risk and mental strain: for each level of energy channeled at the end of your turn (or at the time of casting a Shape), you take 1d10 psychic damage. If a Shape is cast, an additional 1d10 psychic damage per Shape level is inflicted, in addition to the Channeling damage. Channeling Starting at first level, the Elementalist can use an Action to Channel elemental energy from the currently attuned Plane. Each Channel adds 1 level to the energy held by the Elementalist. The Elementalist cannot channel more energy than they can use: in other words, the Elementalist cannot hold an energy level that is more than the highest Shape level that they can currently cast. Moreover, ALL channeled energy is used upon casting a Shape, regardless of whether or not the Shape can be cast at a higher level.



For example, a 9th level Elementalist with all Shape slots available can Channel no more than 5 times, after which a Shape must be cast at a 5th level. After that, since all 5th level slots have been used, the Elementalist is then capped at 4 channels until a long rest. Shaping The Elementalist is known for their ability to form raw elemental energy into Shapes, which are powerful constructs that vastly increase the raw power or potency of the energy that is channeled. Once enough energy has been channeled, the Elementalist can spend one Channel to Shape the elemental energy. No more than one Shape spell can be cast per turn. Shaping at higher levels Every Shape has a corresponding minimum energy level, which must be met before a Shape can be formed and used. The level of Shapes that can be used, and the number of times each can be used before the will of the Shaper is exhausted, is detailed in the class Table. Any Shape can be cast at a higher level than it's minimum, so long as the Elementalist channels the appropriate amount of energy, and a slot of that higher level is available to use. Note that if an energy level is attained that does not have an available slot (e.g., if all 4th level slots have been used [with 5th level slots available], and 4 levels of energy have been Channeled), then any Shape that is cast is cast at the highest level it can be with the energy channeled (in this example, a Lance shape would be cast at a 3rd level, with all 4 energy levels spent). 2

Cantrips The Elementalist has a set number of cantrips that can be used, dependent on the current elemental plane that they are attuned to. These are spells that utilize the natural magical turbulence around the Elementalist, and therefore require no shaping or effort to cast. Additionally, the Elementalist can use the excess energy that spills through their connection to speed their casting. If the entirety of the Elementalist's Action was spent Channeling (no Shapes cast), then a damage-dealing Elementalist cantrip can be cast as a bonus action. The cantrips available are detailed with their corresponding Elemental Attunement at the end of the class overview. Concentration Many Shapes are more than ephemeral constructs that are employed and then immediately dismissed or used up. These constructs require constant focus and energy to maintain. Each turn after a Shape that requires concentration is employed (up to the duration of the Shape), the Elementalist must expend one Channel to maintain the energy cost of keeping the Shape together. Moreover, if the Elementalist takes damage, a DC10 (or half the taken damage, whichever is higher) Constitution save must be made, with failure causing the Shape to dissipate.



No more than one Shape requiring concentration may be employed at once; if a new Shape is cast that requires concentration while one is still active, the previously active Shape dissipates as if concentration were broken. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choicc by 1. As normal, you can't increase an ability score above 20 using this feature. Primordial Adept At 5th level, you are more familiar with your growing connection to the Elemental Planes, and can therefore channel energy more efficiently. As such, you gain a second Channel per Action. Quick Channel At 6th level, you have learned to push the boundaries of your channeling ability to a point. Once, when you perform a Channel, you can channel twice the energy you would normally, adding two levels to the energy held instead of one. You cannot use this ability if it would increase your held energy beyond the maximum amount allowed based on your available Shape slots. Once you use this ability, you cannot do so again until a short or long rest. Force of Will Also at 6th level, your willpower has been honed through practice and study, increasing the potency of the cantrips that you form from the elemental turbulence around you. When you deal damage with a cantrip, you may now add your Wisdom modifier to the damage roll (this only applies to the initial damage roll, not any additional affects the cantrip may have, unless explicitly noted). Primordial Mastery At 11th level, your connection with the Elemental Planes has strengthened even further, and your control over the energies from those Planes as improved with it, gaining another Channel per Action. Overchannel At 13th level, you can push the envelope of your abilities even further, to Channel a large amount of elemental energy quickly. If you currently have no energy held, you may use your Action to Overchannel, instantly gaining up to five levels of Channeled energy. This cannot be used to hold more than your current energy maximum. Once you use this ability, you cannot do so again until a long rest.



At 17th level, this is replaced by Enhanced Overchannel, increasing the maximum energy levels gained from five to seven. Solid Will At 14th level, you have mastered the art of maintaining the structure of your Shapes. While you are concentrating on a Shape, you cannot lose concentration as a result of taking damage, although you still must spend one Channel on each turn after casting to maintain the Shape.



Attunement The following pages detail the Elemental Planes that the Elementalist can attune to, and that Plane's effect on available cantrips, Shapes, the Elementalist, and their surroundings.



As the elementalist grows in strength, their connection with the Elemental Planes confers upon them more and more benefits, as appropriate for the plane that they are currently attuned to. 3

Fire Elemental Boon At 3rd level, you can harness the excess energy that flows around from your attuned element while in battle. When you are hit with a melee attack while attuned to Fire, you can use your reaction to lash out with the wild heat of the Plane of Fire. The attacking creature must make a Dexterity saving throw against your Spell Save DC, taking your Elementalist level in fire damage on a failed save, and half as much on a successful save. When you use this feature, you can neither use it again, nor change attunement from Fire, for at least 2 turns afterwards. Elemental Envelopment At 10th level, you are intimately familiar with the Elemental Plane you are attuned to, and can clothe yourself in its energy. As an Action when you are attuned to Fire, you can form the excess energy around you and transform into a Fire Elemental. Your physical stats, abilities, health, and armor are replaced by those of the elemental, but you keep your own mental stats. If you are brought to 0 Hit Points as an elemental, you change back to your original form, and any excess damage beyond that is inflicted on your own health pool. You may also change back to your original form as a bonus action while transformed. When the tranformation ends, either by damage or dismissing, you cannot change attunement from Fire for at least 3 turns. Once you use this feature for any attunement, you cannot do so again until a long rest. Elemental Aura At 18th level, the excess energy from your attuned Elemental Plane swirls around you, protecting you. When attuned to Fire, and in combat, you may use your reaction to grant yourself the effects of the Fire Armor shape until the start of your next turn. When this feature is used, you cannot change attunement from Fire for at least 4 turns afterwards. You cannot use this feature again for any attunement until after a short or long rest. Elemental Lord At 20th level, your mastery of control and the strength of your connection to your attuned Plane have reached their apex; you can not only form the energy that blazes around you into a form, but also imbue it with your will. When you are attuned to Fire, you can, as an Action, call forth either 2 Fire Elemental Myrmidons, or 3 Fire Elementals for 1 minute. These follow your orders, and act on their own initiative. As a bonus action both when this feature is used and on each turn after for the duration of the summons, you can command the Elemental constructs, which will perform the command on their turn. If no commands are given, the constructs will neither move nor act. You can dismiss one or more Elemental construct as a part of your command. While there is one or more Elemental construct on the field, and for 5 turns after the last construct is defeated or dismissed, you cannot change attunement from Fire. Once this feature is used for any attunement, you cannot use it again until after a long rest. Cantrips Known Fire Bolt Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous



You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire 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). Flame Burst Casting Time: 1 action

Range: Self (5-foot radius)

Components: V, S

Duration: Instantaneous



You create a burst of fire around you. Each creature other than you within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Control Flames Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instanataneous, or 1 hour (see description)



You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

You instantaneously extinguish the flames within the cube.

You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 4

Shapes: Fire Attunement 1st Level Shot Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Instantaneous



You fire a concentrated mass of Fire energy at your foe. Make a ranged spell attack against a creature that you can see in range. On hit, the creature takes 4d8 fire damage.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the damage increases by 1d8 for every level above 1st. Essence Casting Time: 1 Channel

Range: Touch

Components: V, S

Duration: Concentration, up to 10 minutes



You distill the inherent emotional essence from the channeled energy, imbuing the heat and bravado of Fire to an ally. A willing creature that you touch gains a brash and courageous spirit. For the duration, the creature is immune to being Frightened, and has Advantage on Intimidation checks.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the number of creatures you can affect at once increases by 1 for each slot level above 1st. 2nd Level Cone Casting Time: 1 Channel

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous



You spill the channeled Fire energy in a cone in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. On failure, the creature takes 5d6 fire damage, only taking half on success.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d6 for every level above 2nd. Lance Casting Time: 1 Channel

Range: Self (30-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Fire energy into a piercing lance, and hurl it forward. Make a ranged spell attack against each creature that you can see in a 30-foot line. Each creature hit takes 6d4 fire damage.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d4 for each level above 2nd. 3rd Level Blast Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Instantaneous



A dense mass of Fire energy flies from your hand to a point that you choose in range, exploding in elemental fury. Each creature in a 20-foot sphere from the point must make a Dexterity saving throw. On failure, they take 6d8 fire damage, or half that on success.

At higher levels: When you cast this using a Shape slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd. Cloak Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature that you can see within range. That creature is protectively cloaked in the searing energy of the Plane of Fire. For the duration, any hostile creature that ends its turn within 5 feet of the target, or enters that area for the first time, must make a Dexterity saving throw. On failure, the creature takes 2d6 fire damage. Additionally, any creature that hits the target with a melee attack takes 3d6 fire damage while this spell is active.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 2d6, and the radius by 5 feet, for every two levels above 3rd. 4th Level Wall Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You shape the channeled Fire energy into a burning wall. Choose a point on a solid surface that you can see within range. A wall of burning energy forms from that point in any direction you choose. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, any creature in the area that the wall would take up must make a Dexterity saving throw. On failure, the creature takes 6d8 fire damage, only taking half on success. One side of the wall, selected by you when you shape it, deals 6d8 fire damage to any creature that ends its turn within 10 feet of that side or inside the wall, or enters that area for the first time.

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

Missile Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



You form four homing darts from the channeled Fire energy, and send them after your foes. Each dart hits a creature of your choice that you can see within range. A dart deals 2d4 + 4 fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This Shape is targeted by effects that also can target the spell Magic Missile.

At higher levels: When you cast this spell using a Shape slot of 5th level or higher, the spell creates one more dart for each level above 4th. 5th Level Chains Casting Time: 1 Channel

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature in range. Chains of shaped Fire energy attempt to wrap around the creature. Make a ranged spell attack. On hit, the chains find purchase and wind around the creature, slowing and burning it. While the creature is held by the chains, its movement speed is reduced by 10, and it takes 5d10 fire damage at the start of its turn. As an Action on its turn, the creature can make a Strength saving throw to break the chains. On success, the spell ends on that creature.

At higher levels: When you cast this spell using a Shape slot of 6th level or higher, you can hold one more creature for each level above 5th. Barrage Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Instantaneous



Countless arrows of Fire energy shaped by your will are fired at your enemies. Choose a point you can see in range, and a direction. Each creature in a 10-foot wide, 40-foot long, 40-foot high line from that point must make a Dexterity saving throw. On failure, they take 9d8 fire damage, or half that on success.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the damage increases by 1d8 for each level above 5th. 6th Level Weapon Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You Shape a weapon from pure Fire energy, which can be wielded by a willing creature within range. The weapon resembles a battleaxe, and envelopes one of the target's equipped weapons or held items for the duration. On the wielder's turn, if it takes the Attack action with the held elemental weapon, they make 2 melee attacks against any creature within 5 feet. On each hit, the attacked creature takes 3d8 + your spellcasting modifier in fire damage. If the wielder drops the weapon, or is otherwise disarmed, the weapon dissipates.

At higher levels: When this spell is cast using a 9th level Shape slot, the wielder can make 3 melee attacks when using the Attack action. Sentinel Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes



You can Shape a simple guardian out of Fire energy, which will protect an area. Up to two sentinels are formed at a point that you can see within range, and will lash out with bursts of fire against intruders. Any creature that enters within 30 feet of a sentinel for the first time (or ends their turn there) and does not know the passcode (determined at the time of casting, and is the same for all sentinels) must make a Dexterity saving throw as a beam of searing energy is fired at them. On failure, they take 8d10 fire damage, taking half on a successful save. Additionally, if a sentinel is triggered, the caster is alerted to it, and knows which sentinel is actively attacking a target.

At higher levels: When you cast this using a Shape slot of 7th level or higher, the number of sentinels created increases by 1 for each level above 6th. 6

7th Level Armor Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature that you can see within range. That creature is clothed with the pure essence of the Plane of Fire. The target gains fiery robes over their currently equipped armor, and has resistance to cold damage for the duration. Additionally, any creature that makes a melee attack against the target takes fire damage equal to the 5 times the caster's spellcating modifier, and any flammable object not worn or held within 5 feet is incinerated (including wooden arrows and bolts).

At higher levels: When you cast this spell using a Shape slot of 8th level or higher, you can affect one more creature for each level above 7th. Terrain Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You open a gateway to the Elemental Plane you are attuned to. A 40-foot sphere centered on a point within range is transformed into the searing hellscape of the Plane of Fire. Any creature that starts its turn in the sphere takes 6d8 fire damage as the very air sears their being, and any creature that ends its turn in the sphere must make a Dexterity saving throw, or take an additional 6d8 fire damage as ribbons of flame shoot by. 8th Level Pillar Casting Time: 1 Channel

Range: 300 feet

Components: V, S

Duration: Concentration, up to 1 minute



You shape a raging column of flame to smite your enemies. Choose a point within range. A pillar of immolating flame erupts to a height of up to 100 feet, and has a radius of 15 feet. Any creature that is touching the pillar must make a Dexterity saving throw. On a failed save, the creature takes 8d12 fire damage, or half on a successful save. As a bonus action on a turn after the Shape is cast, you can move the pillar 30 feet in any direction. Any creature caught in the path must make the save as they would have when touching the pillar. Barrier Casting Time: 1 Channel

Range: Self (15-foot radius)

Components: V, S

Duration: Concentration, up to 10 minutes



You create a protective barrier of dense Fire energy around you. A sphere with a radius of 15 feet centered around you appears. Any creature that would be intersecting the barrier when it forms is either pushed to the next open space inside or outside the sphere (your choice for each creature), if possible. Once the sphere is formed, any creature that attempts to enter the barrier and that does not know the passcode (determined upon casting) takes 12d10 fire damage. If a creature is brought to 0 Hit Points by the barrier, they are incinerated and burnt to ash. No ranged attacks can enter the sphere, but creatures inside can see and shoot out of the barrier. 9th Level Storm Casting Time: 1 Channel

Range: 1 mile

Components: V, S

Duration: Instantaneous



Incredibly dense spheres of Fire energy plummet to the ground on four different points you can see within range. Each creature within 40 feet of each point you choose must make a Dexterity saving throw. On a failed save, the creature takes 12d12 fire damage, and 12d12 force damage as each sphere violently explodes or half as much damage on a successful save. A creature in the area of more than one burst is only affected by one. Scourge Casting Time: Up to one minute (see description)

Range: 120 feet

Components: V, S

Duration: Instantaneous



You bind a creature to the energy you have channeled, and attempt to incinerate it. Select a creature that you can see within range. The creature must make a Wisdom saving throw, or be bound as you are to the Plane of Fire. If bound, the creature is marked by Fire, and connected to you by a faint thread of fiery red. At the end of each of its turns while bound, the creature can attempt the saving throw again, with the DC increasing by 1 each failed turn. While the caster is bound to the creature, they must use their Action each turn to maintain the connection, strengthening it and readying for their strike. If the caster chooses to end the spell early, or if the target succeeds on their save, then the target creature takes 2d10 * the number of turns the creature was bound in fire damage. If the caster maintains the connection for one full minute, the creature is immolated by the full force of the Plane of Fire, and is burned to ashes on the spot. If the spell's cast time exceeds 2 turns, then once the spell ends, the caster must choose another Attunement, and cannot re-attune with Fire until a short or long rest. 7

Water Elemental Boon At 3rd level, you can harness the excess energy that flows from your attuned element while in battle. When a creature that you can see makes a melee attack against you while attuned to Water, you may use your reaction to impose disadvantage on the attack by forming the cool and swirling energy of the Plane of Water into a misty mirage that dissipates after the attack, whether it hits or misses. When you use this feature, you can neither use it again, nor change attunement from Water for at least 2 turns afterwards. Elemental Envelopment At 10th level, you are intimately familiar with the Elemental Plane you are attuned to, and can clothe yourself in its energy. As an Action when you are attuned to Water, you can form the excess energy around you and transform into a Water Elemental. Your physical stats, abilities, health, and armor are replaced by those of the elemental, but you keep your own mental stats. If you are brought to 0 Hit Points as an elemental, you change back to your original form, and any excess damage beyond that is inflicted on your own health pool. You may also change back to your original form as a bonus action while transformed. When the tranformation ends, either by damage or dismissing, you cannot change attunement from Water for at least 3 turns. Once you use this feature for any attunement, you cannot do so again until a long rest. Elemental Aura At 18th level, the excess energy from your attuned Elemental Plane swirls around you, protecting you. When attuned to Water, and in combat, you may use your reaction to grant yourself the effects of the Water Armor shape until the start of your next turn. When this feature is used, you cannot change attunement from Water for at least 4 turns afterwards. You cannot use this feature again for any attunement until after a short or long rest. Elemental Lord At 20th level, your mastery of control and the strength of your connection to your attuned Plane have reached their apex; you can not only form the energy that flows around you into a form, but also imbue it with your will. When you are attuned to Water, you can, as an Action, call forth either 2 Water Elemental Myrmidons, or 3 Water Elementals for 1 minute. These follow your orders, and act on their own initiative. As a bonus action both when this feature is used and on each turn after for the duration of the summons, you can command the Elemental constructs, which will perform the command on their turn. If no commands are given, the constructs will neither move nor act. You can dismiss one or more Elemental construct as a part of your command, which will cause it to disappear at the time of the command. While there is one or more Elemental construct on the field, and for 5 turns after the last construct is defeated or dismissed, you cannot change attunement from Water. Once this feature is used for any attunement, you cannot use it again until after a long rest. Cantrips Known Ice Bolt Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous



You hurl a shard of ice at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 ice damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Acid Splash Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous



You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Shape Water Casting Time: 1 action

Range: 30 feet

Components: V, S



Duration: Instanataneous, or 1 hour (see description)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 8

Shapes: Water Attunement 1st Level Shot Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Instantaneous



You fire a concentrated mass of Water energy at your foe. Make a ranged spell attack against a creature that you can see in range. On hit, the creature takes 4d8 cold damage.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the damage increases by 1d8 for every level above 1st. Essence Casting Time: 1 Channel

Range: Touch

Components: V, S

Duration: Concentration, up to 10 minutes



You distill the inherent emotional essence from the channeled energy, imbuing the cool and flowing nature of Water to an ally. A willing creature that you touch is immune to being Charmed, and has advantage on Insight checks for the duration.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the number of creatures you can affect at once increases by 1 for each slot level above 1st. 2nd Level Cone Casting Time: 1 Channel

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous



You spill the channeled Water energy in a cone in front of you. Each creature in a 15-foot cone must make a Constitution saving throw. On failure, the creature takes 4d6 bludgeoning damage and are knocked back 10 feet. A creature only takes half damage and is not knocked back on success.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d6 for every level above 2nd. Lance Casting Time: 1 Channel

Range: Self (30-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Water energy into a piercing lance, and launch it forward. Make a ranged spell attack against each creature that you can see in a 30-foot line. Each creature hit takes 6d4 cold damage.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d4 for each level above 2nd. 3rd Level Blast Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



A dense mass of Water energy flies from your hand to a point that you choose in range, exploding in elemental fury. Each creature in a 20-foot sphere from the point must make a Constitution saving throw. On failure, they take 5d8 cold damage and are knocked back 15 feet away from the center of the explosion as freezing water blasts outward. A creature only takes half damage and is only knocked back 5 feet on success.

At higher levels: When you cast this using a Shape slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd. Cloak Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature that you can see within range. That creature is protectively cloaked in the misty energy of the Plane of Water. For the duration, any hostile creature that ends its turn within 5 feet of the target, or enters that area for the first time, must make a Constitution saving throw. On failure, the creature takes 2d6 cold damage. Additionally, the mist rising around target partially obscures it, and any melee attacks made against the target have disadvantage.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 2d6, and the radius by 5 feet, for every two levels above 3rd. 4th Level Wall Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You shape the channeled Water energy into a freezing wall. Choose a point on a solid surface that you can see within range. A wall of frigid energy forms from that point in any direction you choose. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, ar a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, any creature in the area that the wall would take up must make a Constitution saving throw. On failure, the creature takes 6d8 cold damage, only taking half on success. One side of the wall, selected by you when you shape it, deals 6d8 cold damage to any creature that ends its turn within 10 feet of that side or inside the wall, or enters that area for the first time.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 1d8 for each level above 4th. 9

Missile Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



You form four homing darts from the channeled Water energy, and send them after your foes. Each dart hits a creature of your choice that you can see within range. A dart deals 2d4 + 4 cold damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This Shape is targeted by effects that also can target the spell Magic Missile.

At higher levels: When you cast this spell using a Shape slot of 5th level or higher, the spell creates one more dart for each level above 4th. 5th Level Chains Casting Time: 1 Channel

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature in range. That creature becomes engulfed in a watery prison. The creature must make a Strength saving throw. On failure, the creature is restrained, and engulfed in water. At the end of each its turns while restrained, the creature can make a Strength saving throw to break the chains. On success, the spell ends on that creature.

At higher levels: When you cast this spell using a Shape slot of 6th level or higher, you can hold one more creature for each level above 5th. Barrage Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Instantaneous



Countless arrows of Water energy shaped by your will are fired at your enemies. Choose a point you can see in range, and a direction. Each creature in a 10-foot wide, 40-foot long, 40-foot high line from that point must make a Dexterity saving throw. On failure, they take 9d8 piercing damage, or half that on success.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the damage increases by 1d8 for each level above 5th. 6th Level Weapon Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You Shape a weapon from pure Water energy, which can be wielded by a willing creature within range. The weapon resembles a bow, and envelopes one of the target's equipped weapons or held items for the duration. On the wielder's turn, if it takes the Attack action with the held elemental weapon, they make 2 ranged attacks against any creature within 60 feet. On each hit, the attacked creature takes 2d8 + your spellcasting modifier in cold damage. If the wielder drops the weapon, or is otherwise disarmed, the weapon dissipates.

At higher levels: When this spell is cast using a 9th level Shape slot, the wielder can make 3 ranged attacks when using the Attack action. Sentinel Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes



You can Shape a simple guardian out of Water energy, which will protect an area. Up to two sentinels are formed at a point that you can see within range. Any enemy creature that enters within 30 feet of a sentinel for the first time (or ends their turn there) must make a Constitution saving throw as a beam of frigid energy is fired at them. On failure, they take 6d10 cold damage, and the creature's movement speed is decreased by 10. A creature only takes half damage on a successful save, and is not slowed. Additionally, if a sentinel is triggered, the caster is alerted to it, and knows which sentinel is actively attacking a target.

At higher levels: When you cast this using a Shape slot of 7th level or higher, the number of sentinels created increases by 1 for each level above 6th. 7th Level Armor Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one willing creature that you can see within range. That creature is clothed with the pure essence of the Plane of Water. The target gains a sheen of misty energy over their currently equipped armor, and has resistance to fire damage for the duration. Additionally, the mist forms into an ephemeral copy of the target, foiling attackers. Each time an attack is made against the target, roll a d20. If the roll is an 11 or higher, then the attacker hits the misty form, harmlessly passing through without hitting the target.

At higher levels: When you cast this spell using a Shape slot of 8th level or higher, you can affect one more creature for each level above 7th. 10

Terrain Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You open a gateway to the Elemental Plane you are attuned to. A 40-foot sphere centered on a point within range is transformed into the frozen and cloying surface of the Plane of Water as it nears the Plane of Ice. Any creature that starts its turn in the sphere takes 5d8 cold damage as the air hungrily saps their body heat, and the icy surface of the glacial formation is considered rough terrain. Any creature that ends their turn in the sphere must make a Dexterity saving throw, or be knocked prone, taking an additional 5d8 slashing damage as the rough glacial surface cuts into them on falling. 8th Level Pillar Casting Time: 1 Channel

Range: 300 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose a point within range. A raging geyser of water rises from the ground to a height of up to 60 feet, and has a radius of 20 feet. Any creature that is caught in the eruption must make a Strength saving throw. On failure, a creature takes 6d12 bludgeoning damage, and is sucked into the geyser; a creature that succeeds the throw takes half damage and fights to the edge of the geyser, and out of its area of effect (a creature with a size of Large has advantage on this save, and any creature larger succeeds automatically). A creature caught inside the geyser is engulfed, and must make a Strength saving throw at the start of its turn. On success, the creature can spend its swimming speed to move toward the edge of the geyser. On failure, the creature is pulled further up the geyser by 10 feet and cannot move. A creature that makes it to the edge of the geyser falls out the side at the height they were when they made it there. Barrier Casting Time: 1 Channel

Range: Self (15-foot radius)

Components: V, S

Duration: Concentration, up to 10 minutes



You create a protective barrier of dense Water energy around you. A sphere with a radius of 15 feet centered around you appears. Any creature that would be intersecting the barrier when it forms is either pushed to the next open space inside or outside the sphere (your choice for each creature), if possible. Once the sphere is formed, any creature that attempts to enter the barrier and that does not know the passcode (determined upon casting) finds themselves on the opposite side of the barrier, caught and ejected by a violent tide. Ranged attacks made against the sphere are caught and ejected in a direction of the caster's choosing at the same speed they came in, but creatures inside can see and shoot out of the barrier. 9th Level Storm Casting Time: 1 Channel

Range: 1 mile

Components: V, S

Duration: Instantaneous



You unleash the full fury of the Plane of Water in a raging storm of ice and sleet. Select a point you can see within range. For 80 feet in every direction, you summon a freezing storm. Every creature within the area of effect must make a Constitution saving throw. On failure, a creature takes 10d12 cold damage, and 10d12 slashing damage as bitter cold and slicing shards of ice bombard the area; a creature that succeeds takes half damage. Additionally, the entire area is frozen over by the storm, and becomes difficult terrain for 1 minute, with creatures ending their turn there, or entering for the first time, having to make a Dexterity saving throw, being knocked prone on failure. Scourge Casting Time: Up to one minute (see description)

Range: 120 feet

Components: V, S

Duration: Instantaneous



You bind a creature to the energy you have channeled, and attempt to encase it forever in ice. Select a creature that you can see within range. The creature must make a Wisdom saving throw, or be bound as you are to the Plane of Water. If bound, the creature is marked by Water, and connected to you by a faint thread of deep blue. At the end of each of its turns while bound, the creature can attempt the saving throw again, with the DC increasing by 1 each failed turn. While the caster is bound to the creature, they must use their Action each turn to maintain the connection, strengthening it and readying for their strike. If the caster chooses to end the spell early, or if the target succeeds on their save, then the target creature takes 2d10 * the number of turns the creature was bound in cold damage. If the caster maintains the connection for one full minute, the creature is encased in ice that will not melt, and cannot free itself. If the spell's cast time exceeds 2 turns, then once the spell ends, the caster must choose another Attunement, and cannot re-attune with Water until a short or long rest. 11

Air Elemental Boon At 3rd level, you can harness the excess energy that flows around from your attuned element while in battle. When a creature that you can see within 30 feet of you makes a ranged attack against you while attuned to Air, you may use your reaction to impose disadvantage on that attack by whirling the energy of the Elemental Plane of Air around you. This windy barrier dissipates once the attack is finished, whether it hits or misses. When you use this feature, you can neither use it again, nor change attunement from Wind for at least 2 turns. Elemental Envelopment At 10th level, you are intimately familiar with the Elemental Plane you are attuned to, and can clothe yourself in its energy. As an Action when you are attuned to Air, you can form the excess energy around you and transform into a Air Elemental. Your physical stats, abilities, health, and armor are replaced by those of the elemental, but you keep your own mental stats. If you are brought to 0 Hit Points as an elemental, you change back to your original form, and any excess damage beyond that is inflicted on your own health pool. You may also change back to your original form as a bonus action while transformed. When the tranformation ends, either by damage or dismissing, you cannot change attunement from Air for at least 3 turns. Once you use this feature for any attunement, you cannot do so again until a long rest. Elemental Aura At 18th level, the excess energy from your attuned Elemental Plane swirls around you, protecting you. When attuned to Air, and in combat, you may use your reaction to grant yourself the effects of the Air Armor shape until the start of your next turn. When this feature is used, you cannot change attunement from Air for at least 4 turns afterwards. You cannot use this feature again for any attunement until after a short or long rest. Elemental Lord At 20th level, your mastery of control and the strength of your connection to your attuned Plane have reached their apex; you can not only form the energy that flows around you into a form, but also imbue it with your will. When you are attuned to Air, you can, as an Action, call forth either 2 Air Elemental Myrmidons, or 3 Air Elementals for 1 minute. These follow your orders, and act on their own initiative. As a bonus action both when this feature is used and on each turn after for the duration of the summons, you can command the Elemental constructs, which will perform the command on their turn. If no commands are given, the constructs will neither move nor act. You can dismiss one or more Elemental construct as a part of your command. While there is one or more Elemental construct on the field, and for 5 turns after the last construct is defeated or dismissed, you cannot change attunement from Air. Once this feature is used for any attunement, you cannot use it again until after a long rest. Cantrips Known Wind Strike Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous

You extend your hand toward a creature you can see within range and project blades of wind toward your foe. A creature you can in range must make a Dexterity saving throw. On failure, the creature takes 1d12 slashing damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Chain Spark Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous



You strike out with a spark of lightning energy. Make a ranged attack against a creature in range. The creature takes 1d6 lightning damage on hit. Also, the lightning energy chains to a different creature of your choice that you can see within 5 feet of the original target, dealing 1d6 lightning damage.

This spell's damage (both initial and secondary) increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Gust Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instanataneous



You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. 12

Shapes: Air Attunement 1st Level Shot Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Instantaneous



You fire a concentrated mass of Air energy at your foe. Make a ranged spell attack against a creature that you can see in range. On hit, the creature takes 4d8 lightning damage.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the damage increases by 1d8 for every level above 1st. Essence Casting Time: 1 Channel

Range: Touch

Components: V, S

Duration: Concentration, up to 10 minutes



You distill the inherent emotional essence from the channeled energy, imbuing the charged and swift-minded nature of Air to an ally. A willing creature that you touch is granted a quick wit and boundless energy. For the duration, the creature is immune to being put to sleep via magical means, and has advantage on Investigation checks.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the number of creatures you can affect at once increases by 1 for each slot level above 1st. 2nd Level Cone Casting Time: 1 Channel

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous



You spill the channeled Air energy in a cone in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. On failure, the creature takes 5d6 lightning damage, only taking half on success.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d6 for every level above 2nd. Lance Casting Time: 1 Channel

Range: Self (30-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Air energy into a piercing lance, and fire it forward. Make a ranged spell attack against each creature that you can see in a 30-foot line. Each creature hit takes 6d4 lightning damage.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d4 for each level above 2nd. 3rd Level Blast Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



A dense mass of Air energy flies from your hand to a point that you choose in range, exploding in elemental fury. Each creature in a 20-foot sphere from the point must make a Constitution saving throw. On failure, they take 5d8 thunder damage and are deafened for 1 minute. On success, a creature takes half damage, and is not deafened.

At higher levels: When you cast this using a Shape slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd. Cloak Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature that you can see within range. That creature is protectively cloaked in the charged and whirling energy of the Plane of Air. For the duration, any hostile creature that ends its turn within 5 feet of the target, or enters that area for the first time, must make a Dexterity saving throw. On failure, the creature takes 2d6 lightning damage. Additionally, all ranged attacks against the creature have disadvantage, due to the swirling column of wind around the target.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 2d6, and the radius by 5 feet, for every two levels above 3rd. 4th Level Wall Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You shape the channeled Air energy into a wall. Choose a point on a solid surface that you can see within range. A wall of wind and lightning forms from that point in any direction you choose. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, ar a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is semi-opaque and lasts for the duration. When the wall appears, any creature in the area that the wall would take up must make a Dexterity saving throw. On failure, the creature takes 6d8 lightning damage, only taking half on success. One side of the wall, selected by you when you shape it, deals 6d8 lightning damage to any creature that ends its turn within 10 feet of that side or inside the wall, or enters that area for the first time.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 1d8 for each level above 4th. 13

Missile Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



You form four homing darts from the channeled Air energy, and send them after your foes. Each dart hits a creature of your choice that you can see within range. A dart deals 2d4 + 4 lightning damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This Shape is targeted by effects that also can target the spell Magic Missile.

At higher levels: When you cast this spell using a Shape slot of 5th level or higher, the spell creates one more dart for each level above 4th. 5th Level Chains Casting Time: 1 Channel

Range: 90 feet

Components: V, S

Duration: Instantaneous



Choose one creature in range. A charged line of bound Air energy strikes out to the target. Make a ranged spell attack. On hit, the chain savages the creature, dealing 7d10 lightning damage, then lashes from that target to pull in as many as three others. The additional creatures must be with 30 feet of the original target. The additional targets must make a Dexterity saving throw. On failure, a creature takes 7d10 lightning damage and is pulled 10 feet towards the original target; on a successful save, the creature takes half damage and is not pulled.

At higher levels: When you cast this spell using a Shape slot of 6th level or higher, the chains can jump to one more creature for each level above 5th. Barrage Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Instantaneous



Countless arrows of Air energy shaped by your will are fired at your enemies. Choose a point you can see in range, and a direction. Each creature in a 10-foot wide, 40-foot long, 40-foot high line from that point must make a Dexterity saving throw. On failure, they take 9d8 lightning damage, or half that on success.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the damage increases by 1d8 for each level above 5th. 6th Level Weapon Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You Shape a weapon from pure Air energy, which can be wielded by a willing creature within range. The weapon resembles a warhammer formed of lightning, and envelopes one of the target's equipped weapons or held items for the duration. On the wielder's turn, if it takes the Attack action with the held elemental weapon, they make 2 melee attacks against any creature within 5 feet. On each hit, the attacked creature and up to one other creature of their choice within 5 feet takes 2d8 + your spellcasting modifier in lightning damage. If the wielder drops the weapon, or is otherwise disarmed, the weapon dissipates.

At higher levels: When this spell is cast using a 9th level Shape slot, the wielder can make 3 melee attacks when using the Attack action. Sentinel Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes



You can Shape a simple guardian out of Air energy, which will protect an area. Up to two sentinels are formed at a point that you can see within range, and will lash out with bursts of wind against intruders. Any creature that enters within 40 feet of a sentinel for the first time (or ends their turn there) and does not know the passcode (determined at the time of casting, and is the same for all sentinels) must make a Constitution saving throw as a howling wind attempts to drag them towards the Sentinel. On failure, they are pulled up to 30 feet inwards until they are 5 feet from the sentinel, being pulled up to 10 feet on a successful save. A creature that enters within 5 feet of the sentinel (or ends their turn there) takes 6d10 slashing damage as cutting winds lash at them. Additionally, if a sentinel is triggered, the caster is alerted to it, and knows which sentinel is actively attacking a target.

At higher levels: When you cast this using a Shape slot of 7th level or higher, the number of sentinels created increases by 1 for each level above 6th. 14

7th Level Armor Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature that you can see within range. The target gains a cloak of charged air over their currently equipped armor, and has resistance to lightning damage for the duration. The target gains an additional 10 movement speed while the spell is in effect as the wind lends its speed to them. The swirling cloak of air also allows for more agile dodging, granting +2 AC for the duration.

At higher levels: When you cast this spell using a Shape slot of 8th level or higher, you can affect one more creature for each level above 7th. Terrain Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You open a gateway to the Elemental Plane you are attuned to. A 40-foot sphere centered on a point within range is transformed into a volatile and wind-whipped section of the Plane of Air. Any creature that starts its turn in the sphere has disadvantage on any ranged attack, as the winds whip around them at unpredictable directions. Any creatures that are floating or flying in the sphere must make a Constitution saving throw, or be thrown to the ground by the turbulent winds. Any creature that ends its turn in the sphere must make a Dexterity saving throw, or take 10d8 lighting damage as the violent storms surge and strike. 8th Level Pillar Casting Time: 1 Channel

Range: 300 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose a point within range. A pillar of violent wind and debris erupts to a height of up to 40 feet, and has a radius of 15 feet. A creature must make a Dexterity saving throw the first time on a turn that it enters the pillar's area, including when it first appears. A creature takes 6d12 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends. A restrained creature can use an action to make a Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction. As an action on any turn after the Shape is cast, you can move the pillar 30 feet in any direction. Barrier Casting Time: 1 Channel

Range: Self (15-foot radius)

Components: V, S

Duration: Concentration, up to 10 minutes



You create a protective barrier of dense Air energy around you. A sphere with a radius of 15 feet centered around you appears. Any creature that would be intersecting the barrier when it forms is either pushed to the next open space inside or outside the sphere (your choice for each creature), if possible. Once the sphere is formed, any creature that attempts to enter the barrier and that does not know the passcode (determined upon casting) takes 10d10 bludgeoning damage, and is thrown 15 feet back from the barrier by raging winds. No ranged attacks can enter the sphere, but creatures inside can see and shoot out of the barrier. 9th Level Storm Casting Time: 1 Channel

Range: 1 mile

Components: V, S

Duration: Instantaneous



A violent electrical storm to rival those of the Plane of Air appears. A wheel of dark and surging storm clouds with a radius of 80 feet surrounds a point that you can see within range. Any creature in the area must make a Dexterity saving throw and a Constitution saving throw. Those that fail the Dexterity save take 12d12 lightning damage, with those failing the Constitution save taking 12d12 thunder damage, as massive bolts of lightning strike through the area, rending the air. A successful save on either halves the corresponding damage. Scourge Casting Time: Up to one minute (see description)

Range: 120 feet

Components: V, S

Duration: Instantaneous



You bind a creature to the energy you have channeled, and attempt to disintegrate it. Select a creature that you can see within range. The creature must make a Wisdom saving throw, or be bound as you are to the Plane of Air. If bound, the creature is marked by Air, and connected to you by a faint thread of dark gray. At the end of each of its turns while bound, the creature can attempt the saving throw again, with the DC increasing by 1 each failed turn. While the caster is bound to the creature, they must use their Action each turn to maintain the connection, strengthening it and readying for their strike. If the caster chooses to end the spell early, or if the target succeeds on their save, then the target creature takes 2d10 * the number of turns the creature was bound in lightning damage. If the caster maintains the connection for one full minute, the creature is disintegrated by the full force of the Plane of Air, and is reduced to a pile of fine gray dust. If the spell's cast time exceeds 2 turns, then once the spell ends, the caster must choose another Attunement, and cannot re-attune with Air until a short or long rest. 15

Earth Elemental Boon At 3rd level, you can harness the excess energy that flows around from your attuned element while in battle. When you an attack is made against you by a creature you can see within 30 feet of you while attuned to Earth, you can use your reaction to form a temporary armor from the solid energy of the Elemental Plane of Earth. Your AC is increased by 5 for that attack; your AC returns to normal once the attack is finished, whether it hits or misses. When you use this feature, you can neither use it again, nor change attunement from Earth for at least 2 turns. Elemental Envelopment At 10th level, you are intimately familiar with the Elemental Plane you are attuned to, and can clothe yourself in its energy. As an Action when you are attuned to Earth, you can form the excess energy around you and transform into an Earth Elemental. Your physical stats, abilities, health, and armor are replaced by those of the elemental, but you keep your own mental stats. If you are brought to 0 Hit Points as an elemental, you change back to your original form, and any excess damage beyond that is inflicted on your own health pool. You may also change back to your original form as a bonus action while transformed. When the tranformation ends, either by damage or dismissing, you cannot change attunement from Earth for at least 3 turns. Once you use this feature for any attunement, you cannot do so again until a long rest. Elemental Aura At 18th level, the excess energy from your attuned Elemental Plane swirls around you, protecting you. When attuned to Water, and in combat, you may use your reaction to grant yourself the effects of the Earth Armor shape until the start of your next turn. When this feature is used, you cannot change attunement from Earth for at least 4 turns afterwards. You cannot use this feature again for any attunement until after a short or long rest. Elemental Lord At 20th level, your mastery of control and the strength of your connection to your attuned Plane have reached their apex; you can not only form the energy that flows around you into a form, but also imbue it with your will. When you are attuned to Water, you can, as an Action, call forth either 2 Earth Elemental Myrmidons, or 3 Earth Elementals for 1 minute. These follow your orders, and act on their own initiative. As a bonus action both when this feature is used and on each turn after for the duration of the summons, you can command the Elemental constructs, which will perform the command on their turn. If no commands are given, the constructs will neither move nor act. You can dismiss one or more Elemental construct as a part of your command. While there is one or more Elemental construct on the field, and for 5 turns after the last construct is defeated or dismissed, you cannot change attunement from Earth. Once this feature is used for any attunement, you cannot use it again until after a long rest. Cantrips Known Stone Strike Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous



You extend your hand toward a creature you can see within range and project solid earth energy at your foe. A creature that you can see in range must make a Dexterity saving throw. On failure, the creature takes 1d12 bludgeoning damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Earthen Burst Casting Time: 1 action

Range: Self (5-foot radius)

Components: V, S

Duration: Instantaneous



Stone spikes erupt around you. Each creature other than you within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d6 piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mold Earth Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instanataneous, or 1 hour (see description)



You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 16

Shapes: Earth Attunement 1st Level Shot Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Instantaneous



You fire a concentrated mass of Earth energy at your foe. Make a ranged spell attack against a creature that you can see in range. On hit, the creature takes 4d8 bludgeoning damage.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the damage increases by 1d8 for every level above 1st. Essence Casting Time: 1 Channel

Range: Touch

Components: V, S

Duration: Concentration, up to 10 minutes



You distill the inherent emotional essence from the channeled energy, imbuing an ally with the patient and introspective nature of Earth. A willing creature that you touch is granted a solid will and patient observation. For the duration, the creature is immune to being paralyzed via magical means, and has advantage on Perception checks.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the number of creatures you can affect at once increases by 1 for each slot level above 1st. 2nd Level Cone Casting Time: 1 Channel

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous



You spill the channeled Earth energy in a cone in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. On failure, the creature takes 4d6 piercing damage as earthen spikes rise up, only taking half on success.

At higher levels: When you cast this using a Shape slot of 2nd level or higher, the damage increases by 1d6 for every level above 1st. Lance Casting Time: 1 Channel

Range: Self (30-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Earth energy into a piercing lance, and fire it forward. Make a ranged spell attack against each creature that you can see in a 30-foot line. Each creature hit takes 6d4 piercing damage.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the damage increases by 1d4 for each level above 2nd. 3rd Level Blast Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



You loose the Earthen energy you channeled into the ground at a point you can see within range. Any creature on the ground within 20 feet of that point must make a Dexterity saving throw, or take 3d8 bludgeoning and 3d8 piercing damage, and are knocked prone as the earth bucks and splinters beneath their feet. A creature takes half damage and is not knocked prone on a successful save.

At higher levels: When you cast this using a Shape slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd. Cloak Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature that you can see within range. That creature is protectively cloaked in the solid energy of the Plane of Earth, disrupting the ground around the target. For the duration, any hostile creature that ends its turn within 5 feet of the target, or enters that area for the first time, must make a Dexterity saving throw. On failure, the creature is knocked prone. Additionally, the target gains 2 AC for the duration of the spell, as the Earth energy encases them.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the AC bonus increases by 1, and the radius by 5 feet, for every two levels above 3rd. 4th Level Wall Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute



You shape the channeled Earth energy into a solid wall. Choose a point on a solid surface that you can see within range. A wall of stone forms from that point in any direction you choose. You can make the wall up to 60 feet long, 20 feet high, and 3 inches thick, ar a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is solid and lasts for the duration. When the wall appears, any creature in the area that the wall would take up must make a Dexterity saving throw. On failure, the creature takes 6d8 bludgeoning damage, only taking half on success. The wall consists of paneled sections 10 feet long, each with AC15 and 30 HP per inch of thickness. When a panel is brought to 0, it collapses and disappears, leaving the other panels in tact.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the thickness of the wall increases by 1 inch for each level above 4th. 17

Missile Casting Time: 1 Channel

Range: 120 feet

Components: V, S

Duration: Instantaneous



You form four homing darts from the channeled Earth energy, and send them after your foes. Each dart hits a creature of your choice that you can see within range. A dart deals 2d4 + 4 piercing damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This Shape is targeted by effects that also can target the spell Magic Missile.

At higher levels: When you cast this spell using a Shape slot of 5th level or higher, the spell creates one more dart for each level above 4th. 5th Level Chains Casting Time: 1 Channel

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 minute



Choose one creature in range. Earthen chains form a grasping hand that attempts to grip and restrain the target, which must make a Dexterity saving throw. On failure, the creature is fully restrained. At the start of each of its turns wile restrained, the creature takes 3d10 bludgeoning damage as the chains constrict and crush the target. As an Action on its turn, the creature can make a Strength saving throw to break the chains. On success, the spell ends on that creature.

At higher levels: When you cast this spell using a Shape slot of 6th level or higher, you can hold one more creature for each level above 5th. Barrage Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Instantaneous



Countless arrows of Earth energy shaped by your will are fired at your enemies. Choose a point you can see in range, and a direction. Each creature in a 10-foot wide, 40-foot long, 40-foot high line from that point must make a Dexterity saving throw. On failure, they take 9d8 piercing damage, or half that on success.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the damage increases by 1d8 for each level above 5th. 6th Level Weapon Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You Shape a weapon from pure Earth energy, which can be wielded by a willing creature within range. The weapon resembles a spiked earthen mace, and envelopes one of the target's equipped weapons or held items for the duration. On the wielder's turn, if it takes the Attack action with the held elemental weapon, they make 2 melee attacks against any creature within 5 feet. On each hit, the attacked creature takes 3d10 + your spellcasting modifier in piercing damage. If the wielder drops the weapon, or is otherwise disarmed, the weapon dissipates.

At higher levels: When this spell is cast using a 9th level Shape slot, the wielder can make 3 melee attacks when using the Attack action. Sentinel Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes



You can Shape a simple guardian out of Earth energy, which will protect an area. Up to two sentinels are formed at a point that you can see within range, and will lash out with eaith the power of the Earth against intruders. Any creature that enters within 30 feet of a sentinel for the first time (or ends their turn there) and does not know the passcode (determined at the time of casting, and is the same for all sentinels) must make a Dexterity saving throw as an earthen hand attempts to restrain them. On failure, they take 5d10 bludgeoning damage and are restrained, taking half damage and avoiding restraint on a successful save. A restrained creature can attempt a Strength saving throw at the end of its turn to break the restraint. Additionally, if a sentinel is triggered, the caster is alerted to it, and knows which sentinel is actively attacking a target.

At higher levels: When you cast this using a Shape slot of 7th level or higher, the number of sentinels created increases by 1 for each level above 6th. 18