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 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Attunement Changes 1st +2 Elementalist Archetype, Shaping, Channeling 2 — — — — — — — — — 2nd +2 — 3 — — — — — — — — — 3rd +2 Archetype Feature 4 2 — — — — — — — — 4th +2 Ability Score Increase 4 3 — — — — — — — — 5th +3 Primordial Adept 4 3 2 — — — — — — 3 6th +3 Force of Will, Quick Channel 4 3 3 — — — — — — 3 7th +3 — 4 3 3 1 — — — — — 4 8th +3 Ability Score Increase 4 3 3 2 — — — — — 4 9th +4 — 4 3 3 3 1 — — — — 4 10th +4 Archetype Feature 4 3 3 3 2 — — — — 4 11th +4 Primordial Mastery 4 3 3 3 2 1 — — — 5 12th +4 Ability Score Increase 4 3 3 3 2 1 — — — 5 13th +5 Overchannel 4 3 3 3 2 1 1 — — 5 14th +5 Solid Will 4 3 3 3 2 1 1 — — 5 15th +5 — 4 3 3 3 2 1 1 1 — 5 16th +5 Ability Score Increase 4 3 3 3 2 1 1 1 — 6 17th +6 Enhanced Overchannel 4 3 3 3 2 1 1 1 1 6 18th +6 Archetype Feature 4 3 3 3 3 1 1 1 1 6 19th +6 Ability Score Increase 4 3 3 3 3 2 1 1 1 6 20th +6 Archetype Feature 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 Elementalist Archetype Elementalists are united in their connection to the Elemental Planes, but the nature of this connection will vary from Elementalist to Elementalist. Choose one of the Archetypes detailed after the class description. The Elemental Planes available to your elementalist, attunement rules, and available cantrips and Shapes are described for each. Attunement The elemental plane(s) than an Elementalist is currently able to pull energy from is known as their Attuned Plane(s). While attunement rules will vary between archetypes, the following applies to all: A new Attunement can be selected after finishing a long rest

Beginning at level five, an Elementalist may change their Attunement as an action. The number of times this can be done is listed in the Class table, and all uses are regained after a long rest

Any energy currently chanelled is lost when Attunement is changed 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. 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 When your character reaches 5th level, your experience and stamina have increased, and you 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 that was cast as a Bonus Action, 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, even while in combat. You have advantage on Concentration checks made due to damage or other spell or ability affects.



Archetypes The following pages detail the Elementalist Archetypes available, along with their Shapes, Cantrips, and Features, and how each are affected by the Elementalist's Attunement.



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

The Primal Primals are Elementalists that have the ability to Attune to the Prime Elemental planes: Air, Earth, Water, and Fire. Primals work with the pure forces from these Planes, Shaping the elements to control the battlfield and bring raw elemental fury down on their foes. Due to the strength of their connection to their attuned planes, Primals cannot attune to more than one plane at a time. Elemental Planes Primals have intimate connections with the Prime elemental planes, and as such, can choose to Attune to the planes of Fire, Water, Earth, and Air. Attunement Rules Primals are only able to Attune to one plane at any given time, and cannot easily access all Planes at first. Once Attunement changes are available at level five, the Primal will select 2 planes after finishing a long rest. Until the next long rest, those two planes are the only ones available to switch between. A third plane can be selected per long rest starting at level 11, with all becoming available at level 16. Elemental Boon At 3rd level, you can harness the excess energy that flows around from your attuned element while in battle to protect yourself. The effect changes based on your attunement:



Fire: 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.



Water: 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.



Air: When a creature that you can see within 60 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.



Earth: 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.



Once you use this feature for any attunement, you can neither change your current attunement, nor use this feature again. 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, you can form the excess energy around you and transform into an Elemental based on your current attunement. 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 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 in combat, you may use your reaction to grant yourself the effects of the Armor shape for your current attunement until the start of your next turn. When this feature is used, you cannot change attunement 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 swirls around you into a form, but also imbue it with your will. As an Action, you can call forth either 2 Elemental Myrmidons, or 3 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. Once this feature is used for any attunement, you cannot use it again until after a long rest. 4

Shapes Learned: Primal

The following table details the shapes learned by a Primal Elementalist, and at which level.



Level Shape Learned 1st Shot 2nd Essence 3rd Cone 4th Sphere 5th Blast 6th Cloak 7th Wall 8th Wave 9th Chains 10th Cloud 11th Weapon 12th Sentinel 13th Armor 14th Barrier 15th Terrain 16th Pillar 17th Storm 18th — 19th Scourge 20th — 5

Fire 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. 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. 6

Sphere Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You create a swirling sphere of fire from the chanelled energy. The sphere, 5 feet in diameter, hovers over the ground at an unocciupied point you can see within range. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 3d6 fire damage on a failed save, or half as much on success. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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

Range: Self (60-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Fire energy into a line in front of you, allowing it to then wash out in a wave of elemental fury on each side. Each creature on a line 15 feet wide and up to 60 feet long must make a Dexterity saving throw. On failure, a creature takes 9d6 fire damage, taking half on a successful save.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 1d6 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 6d10 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 target one more creature for each level above 5th. 7

Cloud Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You spread the densely channeled energy into a cloud, enveloping an area. A 20-foot sphere of searing mist forms out of countless glowing motes, centered on a point you can see within range. This cloud travels around corners, and stays until a wind of moderate or greater speed (greater than or equal to 10 mph) disperses it, or the spell ends. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. As a bonus action while the spell is active, you can move the cloud up to 10 feet in any direction.

Alternatively, you can expend one additional channel (not counting the Channel used to maintain concentration on the spell) and your bonus action to momentarily condense the cloud. The cloud spirals inward, reducing its radius to 10 feet for an instant, while its heat intensifies further. Any creature within that 10 foot radius at the time must make a Constitution saving throw. On failure, a creature takes 5d8 fire damage, taking half 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 pure elemental fury around an ally's weapon, transforming it. Choose a willing creature within range that is currently wielding a melee weapon. The weapon is sheathed in white-hot flame. If the weapon isn’t already a magic weapon, it becomes one for the duration. Any attacks made by the weapon deal an extra 3d6 + your spellcasting modifier in fire damage. Additionally, the wielder can, as a bonus action, slam the weapon into the ground, causing a rippling wave of fire to emanate from them. Each creature within 10 feet must make a Dexterity saving throw, taking 5d6 fire damage on a failed save, and taking half on a successful save.

At higher levels: When you cast this using a Shape slot of 8th level or higher, you can target two willing, qualifying creatures within range. Sentinel Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 hour



You 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. 7th Level Armor Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes



Choose one willing 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, as well as immunity to fire damage, for the duration. Any hostile creature that ends its turn within 10 feet of you, or enters the area for the first time on a turn, takes twice your spellcasting modifier in fire damage; additionally, any flammable objects in range that are not worn or carried are ignited. If the creature you target with this spell is hit with an attack by a creature within 10 feet of it, you can use your reaction to unleash a retaliatory strike. The attacking creature must make a Dexterity saving throw, taking 3d8 + your spellcasting modifier in fire damage on a failed save, and taking half on a successful save.

At higher levels: When you cast this spell using a Shape slot of 9th level, you can target 1 additional creature. 8

Barrier Casting Time: 1 Channel

Range: Self (15-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute*



You condense the channeled elemental energy into a reflective barrier. A dense, semi-transparent field, centered on you, expands to a sphere up to a radius of 15 feet. Creatures (excluding up to 10 Medium or smaller creatures you choose) that come into contact with the expanding sphere are pushed with it, until it stops expanding. Any creature that attempts to enter the sphere from the outside must make a Constitution saving throw. On failure, the creature fails to enter the barrier, and takes 4d10 + 30 fire damage; on success, a creature successfully pushes through, and takes half damage. This damage, whether or not the save was made, bypasses resistances, and a creature brought to 0 health by this damage is burned to ash. No ranged attacks or damaging area spell effects can enter the barrier, with area effects being suppressed. If a ranged attack is made from outside the barrier targeting a creature within, roll a d6. On a 1-4, the projectile is incinerated and dissipated by the field; on a 5-6, the attack is deflected back at the attacker, using the original attack and damage modifiers. Ranged attacks targeting a creature outside of the barrier made from a creature inside can pass through, but have a 50% chance of being incinerated by the barrier on exit. The caster must give this Shape their full attention: the Shape dissipates if the caster moves, uses a bonus action, or uses a reaction while the Shape is active. 8th Level Terrain Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You use the channeled primal energy to transpose the Elemental plane over an area. A 50-foot-radius, 100-foot-high cylinder, centered on a point you can see within range, is overlaid by the searing hellscape of the Elemental Plane of Fire. Any ground surface in the affected area becomes brimstone, and the air is scorched and arid. Any non-living water in the area evaporates, leaving empty pools or ponds (pools that intersect with the edge are empty in the area, but the water outside remains, unaffected). Plants and wooden structures in the area are transformed into scorched husks of themselves, with structures unable to support the weight of a Medium or larger creature. You may choose up to 5 creatures that you can see when you cast this that are immune to the additional affects of the shape; creatures that hail from the Plane of Fire are also immune. Otherwise, any creature that starts its turn in the area, or enters for the first time on a turn, must make a Constitution saving throw, taking 8d6 necrotic damage as the arid atmosphere begins dessicating their tissue; creatures take half damage on a successful save. Any creature that ends its turn in the area must make a Dexterity saving throw, or take 8d6 fire damage as ribbons of flame shoot by. The affected area returns to the state it was in originally when the spell ends. 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. 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. 9

Water 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. 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. 10

Sphere Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You create a swirling sphere of water from the chanelled energy. The sphere, 5 feet in diameter, hovers over the ground at a point you can see within range. Any creature that comes into contact with the sphere must make a Strength saving throw. On failure, the creature is pulled into the sphere, and ejected out the opposite end, up to 15 feet away. Upon landing (or hitting a surface/object before 15 feet), the creature takes 1d6 bludgeoning damage. On a successful save, the creature is pushed to the nearest open space adjacent to the sphere. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's effects, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. 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 4d8 cold damage and are knocked back 20 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 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 torrential wall. Choose a point on a solid surface that you can see within range. A wall of flowing 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. Additionally, choose a point along the wall, where the fierce tides converge. 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 4d8 cold damage and is ejected up to 15 feet towards the tidal point selected and 10 feet away from the wall, only taking half on success, and being pushed back just outside of the wall. One side of the wall, selected by you when you shape it, deals 4d8 cold damage to any creature that ends its turn within 5 feet of that side or inside the wall, or enters that area for the first time. Additionally, creatures that attempt to pass through the wall must make a Strength saving throw, or be carried to the tidal point, and ejected up to 10 feet away from that point.

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. Wave Casting Time: 1 Channel

Range: Self (60-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Water energy into a line in front of you, allowing it to then wash out in a wave of elemental fury on each side. Each creature on a line 15 feet wide and up to 60 feet long must make a Constitution saving throw. On failure, a creature takes 6d6 bludgeoning damage and is pushed 15 feet away from the line, taking half damage and not being pushed on a successful save.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 1d6 for each level above 4th. 11

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 formed of rushing Water attempt to bind and suffocate it. The creature must make a Strength saving throw. On failure, the creature is restrained, and engulfed in water. A creature that cannot breathe under water begins suffocating after 1 full turn of restraint. 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 target one more creature for each level above 5th. Cloud Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You spread the densely channeled energy into a cloud, enveloping an area. A 20-foot sphere of cloying, silvery fog forms, centered on a point you can see within range. This mist travels around corners, and stays until a wind of moderate or greater speed (greater than or equal to 10 mph) disperses it, or the spell ends. The fog is unnaturally dense, and the covered area is both rough terrain and heavily obscured. Creatures that rely on sight can only clearly see creatures and objects within 5 feet. Any creature that ends its turn within the fog, or enters the area for the first time on a round, must make an Intelligence saving throw. On failure, the creature is lost and confounded, and must roll a d8 to determine the direction in which they travel until the end of their next turn, or once they leave the cloud. Creatures that rely on blindsight or true sight succeed automatically on this save. As a bonus action while the spell is active, you can target one creature that is in the cloud. The creature takes on an appearance of your choice (you cannot change their size or greatly change their shape), and any creature (that is also in the cloud) within 5 feet of it must succeed on an Intelligence (Investigation) check to see through this illusion.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the number of creatures you can target with the bonus action effect of this Shape increases by 1 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 pure elemental fury around an ally's weapon, transforming it. Choose a willing creature within range that is currently wielding a ranged weapon. The weapon is sheathed in freezing energy. If the weapon isn’t already a magic weapon, it becomes one for the duration. Any attacks made by the weapon deal an extra 2d6 + your spellcasting modifier in cold damage. Additionally, the wielder can, as a bonus action, fire a volley of frozen energy. The wielder chooses a point they can see within their weapon's effective range. Any creature within 10 feet of that point must make a Consitution saving throw. On failure, a creature takes 3d6 cold damage, and their movement speed is reduced by half until the end of their next turn; a creature takes half damage on a successful save, and their movement speed is unaffected.

At higher levels: When you cast this using a Shape slot of 8th level or higher, you can target two willing, qualifying creatures within range. Sentinel Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 hour



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. 12

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 semi-transparent haze of misty energy that covers their equipped clothing or armor, and has resistance to fire damage, as well as immunity to cold damage for the duration. Additionally, silver mist forms into an ephemeral copy of the target, foiling attackers. Each time an attack is made against the target, or a spell or ability is used that targets the creature individually, roll a d20. If the roll is a 10 or lower, then the attack or effect hits the misty form, harmlessly passing through without hitting the target. Otherwise, the attack or effect resolves as normal.

If a creature within 5 feet of the Shape's target makes an attack against it, you may use your reaction to momentarily solidify the illusionary copy, and make an attack with it. On hit, the attacking creature takes 2d8 + your spellcasting modifier in cold damage.

At higher levels: When you cast this spell using a Shape slot of 9th level, you can target 1 additional creature. Barrier Casting Time: 1 Channel

Range: Self (15-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute*



You condense the channeled elemental energy into an illusory barrier. A dense field, centered on you, expands to a sphere up to a radius of 15 feet. Creatures (excluding up to 10 Medium or smaller creatures you choose) that come into contact with the expanding sphere are pushed with it, until it stops expanding. The outside of the barrier bends light around it, making it very difficult to see; as such, no creatures inside the barrier can be targeted by an attack or effect from the outside. A creature that is outside the barrier must make an Intelligence (Investigation) check against your spell save DC to be able to discern the presence of the barrier at all; a creature that cannot see it will subconsciously move around the barrier, even if extra movement is required. A creature that is aware of the barrier (either by a successful check or by seeing the barrier form) can make a Wisdom saving throw to attempt to enter the barrier; on failure, they walk through the misty field, ending up in an open space on the opposite side, outside the barrier. Creatures that fail and move through in this manner have the memory of the barrier's presence wiped, and must make the Intelligence (Investigation) check again to discern its presence. Creatures that succeed on this save pass through the barrier unharmed. Ranged attacks and spells can be made from inside the barrier, but doing so grants advantage on the Investigation check to any creature in the area that could have seen the attack on their next turn. The caster must give this Shape their full attention: the Shape dissipates if the caster moves, uses a bonus action, or uses their reaction while the Shape is active. 8th Level Terrain Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You use the channeled primal energy to transpose the Elemental plane over an area. A 50-foot-radius, 100-foot-high cylinder, centered on a point you can see within range, is overlaid by the endless expanse of the Plane of Water. Any ground in the area is replaced with turbulent ocean, and the air becomes humid and cold. Any structures, objects, and large plantlife remain, floating if appropriate. You may choose up to 5 creatures that you can see when you cast this that are immune to the additional affects of the shape; creatures that hail from the Plane of Water are also immune. Otherwise, any creature that starts its turn in the water must make a Strength saving throw; on failure, the creature is pulled by the violent currents 15 feet in a random direction (as determined by a d8 roll), and they take 6d8 bludgeoning damage; a creature that makes the save takes half damage, and is not thrown by the waves. Affected creatures that do not have a swim speed can move through the water up to half their standard movement speed, and all attacks made from the water have disadvantage. A creature that comes to a floating object can climb on, but must make a Dexterity saving throw at the end of their turn, or be thrown off. Creatures immune to these affects are able to move their walking speed (or swimming speed, whichever is higher) through the water, do not have disadvantage from attacking while in the water, and can stand without issue on floating surfaces. The affected area returns to the state it was in originally when the spell ends. 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. 13

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 on the world. Select a point you can see within range. A violent, whirling disk of water forms no less than 30 feet above the ground with a radius of up to 80 feet, centered on the chosen point. This disk then drops. All creatures within the area must make a Strength saving throw. On failure, a creature takes 20d6 bludgeoning damage, and is swept up to 40 feet away from the center point of the area; a creature takes half damage and manages to hold their position on a successful save. This torrent damages and affects structures in its path, sweeping them away if appropriate. 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. 14

Air 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. 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. 15

Sphere Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You create a swirling sphere of wind from the chanelled energy. The sphere, 5 feet in diameter, hovers over the ground at a point you can see within range. Any creature that ends its turn within 5 feet of the sphere must make a Strength saving throw. On failure, the creature is pushed 15 feet away from the sphere, taking 2d6 slashing damage as debris and cutting wind force it back, taking half damage and not being pushed on a successful save. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's effects, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. 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 charged wall of wind 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 4d8 lightning damage and is pushed up to 15 feet away from the wall, only taking half, and not being pushed, on success. One side of the wall, selected by you when you shape it, deals 4d8 lightning damage to any creature that ends its turn within 5 feet of that side or inside the wall, or enters that area for the first time. Additionally, creatures that attempt to pass through the wall must make a Strength saving throw, or be thrown up to 20 feet away from the wall.

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. Wave Casting Time: 1 Channel

Range: Self (60-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Air energy into a line in front of you, allowing it to then crash out in a wave of elemental fury on each side. Each creature on a line 15 feet wide and up to 60 feet long must make a Constitution saving throw. On failure, a creature takes 7d6 thunder damage and is pushed 10 feet away from the line, taking half damage and not being pushed on a successful save.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 1d6 for each level above 4th. 16

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. Cloud Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You spread the densely channeled energy into a cloud, enveloping an area. A 20-foot sphere of dark, dense thunderhead forms, centered on a point you can see within range. This cloud travels around corners, and stays until a wind of moderate or greater speed (greater than or equal to 10 mph) disperses it, or the spell ends. The cloud is intensely dark, and the dense air within allows naught but the loudest sounds to be heard. Creatures within the cloud are considered blind, and are considered deafened to all but magically produced sounds. Any creature that begins its turn within the cloud, or enters the area for the first time on a turn, must make a Charisma saving throw. On failure, the creature, deprived of its senses, is both terrified and disoriented, and must use their movement (using the Dash action if available) to run straight in a random direction (chosen by d8). Creatures that do not rely on sight or sound succeed automatically on this save. As a bonus action while the spell is active, you can cause booming thunder to roar throughout the cloud. Each creature within must make a Constitution saving throw, or take 6d8 thunder damage.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the damage of the bonus action 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 pure elemental fury around an ally's weapon, transforming it. Choose a willing creature within range that is currently wielding a ranged weapon. The weapon is sheathed in charged wind. If the weapon isn’t already a magic weapon, it becomes one for the duration. Any attacks made by the weapon deal an extra 2d6 + your spellcasting modifier in lightning damage. Additionally, the wielder can, as a bonus action, call lightning down on their foes. The wielder chooses a number of creatures up to you spellcasting modifier that they can see within the weapon's effective range. Each creature must make a Dexterity saving throw, taking 5d6 lightning damage on a failed save, and taking half on a successful save.

At higher levels: When you cast this using a Shape slot of 8th level or higher, you can target two willing, qualifying creatures within range. 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. 17

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 Air. The target gains a whirling cloak of wind and lightning that covers their equipped clothing or armor, and has resistance to thunder damage, as well as immunity to lightning damage for the duration. The wind lends the target its agility, increasing the creature's movement speed by 10, and their AC by 2. Additionally, ranged attacks made against the target have disadvantage.

If the target is hit with a melee attack, you may use your reaction to send shocking energy coursing through them. The attacker takes twice your spellcasting modifier in lightning damage, and must make a Constitution saving throw. On failure, the attacking creature's turn ends, and it is stunned until the start of its next turn.

At higher levels: When you cast this spell using a Shape slot of 9th level, you can target 1 additional creature. Barrier Casting Time: 1 Channel

Range: Self (15-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute*



You condense the channeled elemental energy into a swirling barrier. A dense field, centered on you, expands to a sphere up to a radius of 15 feet. Creatures (excluding up to 10 you choose) that come into contact with the expanding sphere are pushed with it, until it stops expanding. Creatures can see in and out of the barrier, which is formed of tightly controlled, violently strong wind and lightning. Ranged attacks from any source (inside or outside) that enter within 5 feet of the barrier are torn apart, and creatures inside the barrier cannot be targeted by spell effects. Area of effect spells that are affected by the wind are dissipated on contact, and other area effects are suppressed within the area. Within 15 feet of the barrier, any movement toward it costs 3 feet of movement for every 1 foot moved. A creature that attempts to enter the barrier must make a Strength saving throw; on failure, they take 3d10 + 15 lightning damage, and they are thrown up to 15 feet backwards, taking only half and making it through the barrier on a successful save. The caster must give this Shape their full attention: the Shape dissipates if the caster moves, uses a bonus action, or uses their reaction while the Shape is active. 8th Level Terrain Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You use the channeled primal energy to transpose the Elemental plane over an area. A 50-foot-radius, 100-foot-high cylinder, centered on a point you can see within range, is overlaid by the storm-scarred, violent turbulence of the Plane of Air. The area is savaged by strong winds whose direction you choose at the time of casting; spells that are dissipated by strong winds are immediately dispersed if any part if the area of effect overlaps with the cylinder. Any structures, objects, and plantlife remain, but are affected by the wind if appropriate. You may choose up to 5 creatures that you can see when you cast this that are immune to the additional affects of the shape; creatures that hail from the Plane of Air are also immune. Otherwise, any affected creature that attempts to move against the wind must spend 2 feet of movement for every 1 foot moved. Additionally, any affected creatures flying or floating in the area at the start of their turn (or for the first time entering the area while flying or floating) must make a Dexterity saving throw, being thrown violently to the ground on a failed save, taking the appropriate falling damage based on their altitude. Ranged attacks made from within the area, or targeting a creature within the area, are made with disadvantage unless the attacking creature is immune. Finally, all affected creatures that end their turn within the area must make a Dexterity saving throw, or take 6d8 lightning damage as the storms rage in the sky. The affected area returns to the state it was in originally when the spell ends. 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. 18

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 60 feet and a height of 30 feet surrounds a point that you can see within range. All creatures in the range must make a Constitution saving throw. On failure, a creature takes 10d6 lightning damage and 10d6 thunder damage, and is both blinded and deafened for 1 minute; creatures that make the save take half damage, and are not afflicted. An affected creature can remake the save at the end of its turn, ending both conditions on a successful save. 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. 19

Earth 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. 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. 20

Sphere Casting Time: 1 Channel

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute



You create a dense, lingering stone sphere from the chanelled energy. The sphere, 1 foot in diameter, appears on a surface you can see within range. The sphere then is launched in a direction you choose, rolling up to 20 feet. The sphere ricochets off of walls and structures. Additionally, if the sphere collides with another created via this Shape, the stricken sphere is launched a number of feet equal to the remaining movement left for the launched sphere, in the direction of impact, and the launched sphere ricochets backwards. Any creature in the path of a sphere in motion must make a Dexterity saving throw, or take 2d6 bludgeoning damage and be knocked prone (the creature must save each time a sphere would collide with it). A sphere has 15 health; each collision deals 5 damage to any spheres involved, and a sphere crumbles to dust once its health reaches 0, or if the spell ends. As a bonus action on each turn after casting (not imcluding the original cast turn), you may either create another sphere within range (launching it as part of that), or launch an existing sphere. Up to two spheres can be in existence at a given time; the oldest Sphere crumbles if one is created that exceeds this amount.

At higher levels: When you cast this using a Shape slot of 3rd level or higher, the number of spheres that can be in existence increases by 1 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 6 inches 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. If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. 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. 21

Wave Casting Time: 1 Channel

Range: Self (60-foot line)

Components: V, S

Duration: Instantaneous



You form the channeled Earth energy into a line in front of you, allowing it to then crash out in a wave of elemental fury on each side. Each grounded creature in a line 15 feet wide and up to 60 feet long must make a Dexterity saving throw. On failure, a creature takes 6d6 bludgeoning damage and is knocked prone, taking half damage and not being knocked prone on a successful save. The surface affected by this line is made difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.

At higher levels: When you cast this using a Shape slot of 5th level or higher, the damage increases by 1d6 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 burst from the ground and attempt to 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 while 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 target one more creature for each level above 5th. Cloud Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You spread the densely channeled energy into a cloud, enveloping an area. A 20-foot sphere formed of infinitesimal, toxic particles forms, centered on a point you can see within range. This cloud travels around corners, and stays until a wind of moderate or greater speed (greater than or equal to 10 mph) disperses it, or the spell ends. The area is partially obscured; creatures that rely on sight (including darkvision) have disadvantage on Wisdom (Perception) checks while in the cloud, and can only see clearly to a distance of 10 feet. Any creature that ends its turn within the fog, or enters the area for the first time on a round, must make a Constitution saving throw. On failure, the creature takes 5d8 poison damage, and is Poisoned until the end of their next turn, taking half damage and avoiding the Poisoned condition on a successful save. Creatures are affected even if they hold their breath or don't need to breathe. As a bonus action while the spell is active, you can target one creature that is in the cloud. The creature must make a Constitution saving throw, or be blinded as the cloud condenses and gritty particles coat their eyes. Once affected, the creature can make a Constitution saving throw at the end of each turn, ending the condition on a successful save.

At higher levels: When you cast this using a Shape slot of 6th level or higher, the number of creatures you can target with the bonus action effect of this Shape increases by 1 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 pure elemental fury around an ally's weapon, transforming it. Choose a willing creature within range that is currently wielding a melee weapon. The weapon is sheathed in jagged, steel-hard stone. If the weapon isn’t already a magic weapon, it becomes one for the duration. Any attacks made by the weapon deal an extra 3d6 + your spellcasting modifier in piercing damage. Additionally, the wielder can, as a bonus action, slam the weapon into the ground, causing earthen spikes to erupt in front of them. Each creature in a 15 foot cone must make a Dexterity saving throw, taking 4d6 piercing damage and being knocked prone on a failed save, and taking half on a successful save.

At higher levels: When you cast this using a Shape slot of 8th level or higher, you can target two willing, qualifying creatures within range. 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 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. 22

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 Earth. The target gains a living stone casing that covers their equipped clothing or armor, and has resistance to all bludgeoning, piercing, and slashing damage for the duration. The stone encasing the target works to absorb incoming damage; at the time of casting, the stone armor has a hit point total equal to 10 times your spellcasting modifier. This armor (which has the same resistances that the target was given by the Shape) takes damage instead of the target, and any damage after the armor is brought to 0 is taken by the target. The Shape does not dissipate when the armor is brought to 0, and the target retains the given resistances as long as the Shape is active.

If the stone armor has 0 health, then you can Channel extra energy into the Shape to partially reform the armor. On your turn, when you take the Channel action, you may bring the armor back to a health total equaling 10 times the number of Channels expended (not including the Channel required to maintain concentration on the Shape).

At higher levels: When you cast this spell using a Shape slot of 9th level, you can target 1 additional creature. Barrier Casting Time: 10 minutes

Range: Self (15-foot radius)

Components: V, S

Duration: Until dispelled or recast



You condense the channeled elemental energy into a persistent, sheltering barrier. A dense field, centered on you, expands slowly to a sphere up to a radius of 15 feet. Creatures (excluding up to 10 Medium or smaller creatures you choose) that come into contact with the expanding sphere are pushed with it, until it stops expanding at the end of the casting duration. The barrier solidifies once fully formed, and appears to be made of pure, semi-transparent crystal. The air in the barrier is pleasant and temperate. The caster can, while the barrier is in existence, shape simple and utilitarian furniture (beds, chairs) out of the ground within the barrier. When the barrier is closed, neither attacks nor spell/abilities can target any creature within, and spell areas are suppressed within the barrier. The barrier rings out in a sound that rouses any creature inside if struck by an attack or harmful spell affect, with no harm coming to the barrier itself. The caster can touch a part of the barrier's surface, creating an opening large enough for a Medium or smaller creature to exit or enter as an action. The caster can also close any opening by being in contact with the barrier for 10 minutes. The caster can disperse the Shape as a bonus action from anywhere, and the barrier will crumble to dust, along with any Shaped structures inside. Additionally, the barrier will crumble if the caster begins casting this Shape again. 8th Level Terrain Casting Time: 1 Channel

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute



You use the channeled primal energy to transpose the Elemental plane over an area. A 50-foot-radius, 100-foot-deep cylinder, centered on a point you can see within range, is overlaid by the poison-choked, cavernous Plane of Earth. The ground, along with all structures and large plants in the area, are turned to rough stone. The area is shrouded in darkness, with the top of the cylinder becoming a cavern ceiling. You may choose up to 5 creatures that you can see when you cast this that are immune to the additional affects of the shape; creatures that hail from the Plane of Earth are also immune. Any affected creature that begins its turn within the area (or enters it for the first time on its turn) must make a Constitution saving throw, taking 6d8 poison damage on a failed save, and half on a successful save. Additionally, affected creatures that end their turn in the area must make a Dexterity saving throw, or be knocked prone by violent planequakes, taking 6d8 bludgeoning damage from falling stone debris. The affected area returns to the state it was in originally when the spell ends. Pillar Casting Time: 1 Channel

Range: 300 feet

Components: V, S

Duration: Instantaneous



You Shape a solid stone column from the channeled Earth energy, which erupts and raises from the ground for the duration. Choose a point that you can see within range. The earthen pillar erupts from the ground at that point. It has a radius of 15 feet, and can be raised to a height of up to 100 feet. Any creature that is in the area of the pillar when it rises must make a Dexterity saving throw, or else take 5d10 bludgeoning damage and is prone on the pillar as it rises rapidly; on a successful save, a creature takes half damage and is ejected to the nearest space outside of the pillar's radius. If the pillar rises to a ceiling, any creatures that are on top must make an additional Dexterity saving throw or take an additional 10d10 bludgeoning damage as the pillar crushes them. A creature that succeeds on the throw falls off the pillar. 23