Elemental Warrior, Variant (5e Class)

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Elemental Warrior By: Bobby O’Brien, Rodrigo Iraheta-Leon, Jack Bellinger, Ryan Demonte, Leon Vaughan, Greg Ednie

Breathing heavy, a goliath wreathed in flames puts a hand to his chest in an attempt to calm himself down. As the fire subsides, he takes in the ashes and embers of what was once a peaceful village and what is now a valley of cinders.

With a simple flick of the wrist, an elf with barnacles running from shoulder to palm throws a steel dagger at a group of pursuing goblins. One by one, each drops to the ground as an aqueous dagger shoots from goblin to goblin.

A tiefling nods to a green and yellow junebug firmly perched atop his hand as he stares down the horns of a charging minotaur. He quickly sidesteps and slices through the beast with a longsword humming with electricity, bringing it down in a single strike. Whatever the element, Elemental Warriors make the most of the bond between them and their spirit. Whether splitting the ground with the power of an earthquake or buffeting their enemies with the winds of a raging tornado, the Elemental Warrior will always have the power of the planes at their beck and call. Symbiotic Relationship

Planar spirits latch onto hosts of the mortal plane, granting the host elemental abilities, drawing them to a life of adventure. The spirits themselves will often have an innate reason to come to the mortal plane, and will often draw their host into that journey whether they like it or not. Certain spirits draw power from the planes themselves, while others draw strength from the emotions surrounding those elements.

Due to differences between the host and the spirit, whether these be physical or emotional, many Elemental Warriors find it difficult to become fully attuned with the spirit they are bonded with. However, through rigorous physical and mental training, one can become a powerful and versatile warrior.

Soldier of the Planes Most Elemental Warriors find work with simple defense contracts, working as a gate guard or a personal bodyguard. Some find success using their abilities in mercenary work, using that experience to become more finely attuned to the spirit they’re attached to. Rarer still are those who leave for the planes their spirits come from, searching for answers, abilities, or affluence.

Elemental Warriors are often more solitary than your average adventurer, usually finding their spirit to be enough company. Due to this, many of those who have learned to utilize their spirit are reflective and knowledgeable of their goals and their limits. Elemental Warriors will find a seat in any adventuring party due to their martial prowess and unique elemental knowledge.

Creating a Elemental Warrior The most important thing to consider while playing an Elemental Warrior is what spirit has chosen to inhabit your body. Choices such as their look, personality and relationship with you are important to keep in mind when building your Elemental Warrior. When looking for additional information about the planar origin of these spirits look no further than the Dungeons Master Guide. In this sourcebook there are detailed descriptions of each plane which helps contribute to your overall build.

1st +2 Symbiotic Bond, Elemental Branch, Spellcasting 1 ---




2nd +2 Fighting Style, Elemental Guardian 2 ---




3rd +2 Synergetic Strike, Elemental Branch Feature 3 ---




4th +2 Ability Score Improvement 3 ---




5th +3 Extra Attack 4 2




6th +3 Elemental Branch Feature 4 2




7th +3 Knowledge of the Elements 4 3




8th +3 Ability Score Improvement 4 3




9th +4 Synergetic Strike Improvement 4 3 2



10th +4 Elemental Guardian Improvement 4 3 2



11th +4 Elemental Branch Feature 4 3 3



12th +4 Ability Score Improvement 4 3 3



13th +5 Synergetic Strike Improvement 4 3 3 1


14th +5 Power of Two 4 3 3 1


15th +5 Elemental Branch Feature 4 3 3 2


16th +5 Ability Score Improvement 4 3 3 2


17th +6 Synergetic Strike Improvement 4 3 3 3 1 18th +6 Spiritual Might 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Elemental Branch Feature 4 3 3 3 2

Quick Build You can build an Elemental Warrior quickly by following these suggestions. First, make Wisdom your highest ability score, followed by either Strength or Dexterity **depending on your subclass.** Second, choose the Soldier background. Third, choose the Absorb Elements spell. Class Features: Hit Points: Hit Dice: 1d10 per Elemental Warrior level Hit Points at 1st level: 10+Con Mod Hit Points at higher levels: 1d10+Con Mod Proficiencies: Armor: All armor, shields Weapons: Simple and Martial weapons Tools: None Saving Throws: Constitution and Wisdom Skills: Choose 3: Athletics, Acrobatics, Arcana, Nature, Survival, Intimidation, Religion. Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapon (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack

Symbiotic Bond: A spirit of a different plane of existence finds you as a suitable host. It binds itself to your body giving you the ability to understand and speak Primordial.

Elemental Branch:.The spirit that binds itself to you is from a certain plane of elemental existence allowing you, the host, to have greater control over it. The Branches that your spirit may bind to are: Branch of the Flame (Plane of Fire) Branch of Wind (Plane of Wind) Branch of the Earth (Plane of Earth) Branch of Water (Plane of Water) Branch of Lightning Bolt (Stormwall) Branch of Blight (Swamp of Oblivion) Branch of the Aether (Elysium) Branch of Null (Abyss) Branch of Anomalies (Astral Plane) Branch of Frost (Frostfell) Branch of Chaos (Pandamonium)

Binding Magic You have learned to draw on divine magic from your spirit to cast spells as a Ranger does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Elemental spell list. While your Elemental spirit focuses mainly on one type of element, it can derive power from all elements allowing you to use spells of different elemental damage types.

Preparing and Casting Spells The Elemental Warrior table shows how many spell slots you have to cast your Elemental Warrior spells. To cast one of your Elemental warrior spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Elemental warrior spells that are available for you to cast, choosing from the Elemental warrior spell list. When you do so, choose a number of Elemental warrior spells equal to your Wisdom modifier + half your Elemental warrior level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Elemental warrior, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Absorb Elements, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Elemental warrior spells requires at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Wisdom is your spellcasting ability for your Elemental warrior spells, since their power derives from the strength of your spirit. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Elemental warrior spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style: Starting at 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Archery You gain a +2 bonus to attack rolls you make with ranged weapons. • Defense While you are wearing armor, you gain a +1 bonus to AC. • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. • Blinding Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. • Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Elemental Guardian: You and your spirit have become so attuned to each other that your souls become intertwined. Starting at 2nd level, you can use your action to summon your elemental spirit to create a shell around you for 1 minute. You gain the following benefits: You gain a +1 to your AC You gain a bonus to your damage rolls equal to your WIS modifier You have advantage on Wisdom and Constitution Saving throws You can use your action to dismiss your spirit. This ability can be used once per long rest. Starting at 10th level you can use this twice per long rest. Starting at 18th level you can use this three times per long rest. **You can not have multiple Elemental Guardians active at once**

Synergetic Strike: Starting at 3rd level, whenever you hit a creature with a weapon attack, you can draw power from the forces of your elemental spirit to deal 2d6 **look at the table to see the type of damage.** This damage increases as you level up, 9th 2d8, 13th 2d10, and at 17th 2d12. You can use this ability equal to your Wisdom modifier **minimum of 1.**

Branch of the Flame: Fire Branch of Wind: Force Branch of the Earth: Thunder Branch of Water: Cold Branch of Chaos Roll 1d4: 1.)Fire 2.)Cold 3.)Thunder 4.)Force Branch of the Thunderbolt: Lightning Branch of Blight: Acid Branch of Aether: Radiant Branch of Null : Necrotic Branch of Anomalies: Psychic Branch of Frost: Cold

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 choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Knowledge of the Elements: Your experience with the spirits of the elemental planes allow you to see when an enemy is being protected by these elements. Starting at 7th level, you can use your bonus action to make a Perception Check **DC: creature’s Challenge Rating or 10, whichever is highest.** On a success, you learn of any resistances and immunities the creature has. On a failed check, you learn nothing.

The Power of Two: Your ability to master the elements makes you a force of nature. Starting at 14th level, whenever you use Synergetic Strike you can choose to add an additional dice of damage. **Example 2d10 becomes 3d10** Spiritual Might: You become so proficient in summoning your guardian that you can do it without a thought. Starting at 18th level, you can use Elemental Guardian as a bonus action.

Elemental Branches: Different Elemental Warriors are claimed by planar spirits. These spirits, parasitical in nature, live to bind to their host. They can come in many different variations such as: flame, wind, earth, water, chaos, lightning, blight, aether, null, anomalies, and frost.

Branch of the Flame The Plane of Fire is a place of cruelty and destruction. A raging sun hangs over the sky, causing the ground to smolder with heat. The spirits are cruel and tend to trap the denizens of this plane, forcing them to serve a lifetime of harsh labor. Fire spirits will leave their domiciles to find passionate creatures to feast off of. Expanded Spell List: 3rd Searing Smite, Jump 5th Flame Blade, Pyrotechnics 9th Fireball, Haste 13th Fire Shield, Freedom of Movement 17th Flame Strike, Far Step

The Blessing of the Fire Spirits: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the cantrip Produce Flames and Firebolt cantrips. In addition you gain resistance to fire damage.

Flaming Body: Your spirit gains the fury of the flames that engulf the world around you. Starting at 3rd level, while you activate your Elemental Guardian you gain additional benefits in the form of: Whenever you cast a spell that deals fire damage, add an your Spell Casting Modifier **Wisdom+proficiency** in fire damage to the total You emit 20ft of bright light and 20ft of dim light You critical hit on 19 and 20

Flame Tackle: Starting at 6th level, you feel the urge to launch yourself into combat. You can use your action to launch yourself up to 15ft **until you hit the nearest object/creature**. Upon hitting said creature, you must make an opposed grapple check. If you succeed the target becomes grappled and takes 1d10+Wisdom Modifier fire damage, on a failed check the target is not grappled and takes half the total fire damage. You can use this ability equal to your Wisdom Modifier **Minimum of 1**

Blistering Launch: You channel your flames into your legs, allowing you to propel upwards. Starting at 11th level, as an action you can quickly launch yourself **5 x half your Elemental Warrior level in feet** in the air and fall back down **This ability does not incur fall damage.** In addition, all creatures within 5ft of you must make a Strength Saving Throw **DC 8+Wisdom+proficiency.** On a failed save, the creature is pushed back 10ft and takes 1d10 fire damage. On a successful save, the creature is not pushed back and takes half as much damage. You can use this ability once per long rest.

Flare Blitz: The flames of your elemental spirit energizes you whenever combat is nearing. Starting at 15th level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed doubles, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If you hit with this extra weapon attack, you can add your Wisdom modifier to the total damage.

Unbridled Rage of the Fire Spirit: Starting at 20th level, the rage of your guardian attempts to consume you. Whenever you choose to activate Elemental Guardian, you must make a Wisdom Saving throw **DC 8+prof+Wis** or can choose to willing accept the rage to gain a 15ft aura that gives the following effects until Elemental Guardian ends: All melee attacks within the aura are done with disadvantage **This does not include you** This area is considered difficult terrain All creatures within the aura take 2d10 fire damage at the start of their turn.

Branch of the Wind The Plane of Air is filled with many interlocking currents that range from stiff breezes to howling gales. The spirits of this plane embody the different currents. Known as spirits of travel they tend to whisk themselves through the many planes to witness diversity of life. They will rarely attach themselves to a host, as they see it as a restraint; however they will not hesitate to find a host if absolutely necessary. Expanded Spell List: 3rd Feather Fall, Floating Disk 5th Pass without Trace, Levitate 9th Counterspell, Fly 13th Confusion, Resilient Sphere 17th Bigby’s Hand, Control Winds

The Blessing of the Wind Spirits: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Gust and Mage Hand cantrip. In addition you gain resistance to force damage and can take the Dash action as a bonus action.

Soaring Breeze: Starting at 3rd level, whenever you activate Synergetic Strike on a creature, the creature must make a Strength Saving Throw **DC 8+Wisdom +proficiency.** On a failed save, the target is pushed back 20ft. In addition if it hits a wall or other object it takes 1d6 bludgeoning damage. On a successful save, the target is not pushed back.

Tailwinds: Your reaction is heightened because of your connection to a wind spirit. Starting at 6th level, whenever a projectile attack hits you, you can instead use your reactions to push the attack away, causing it to miss. You can use this an amount of times equal to your Wisdom Modifier **Minimum of 1.** In addition whenever a creature uses a range attack with 10ft of you, you can expend a use of this ability to give the attack advantage.

Sonic Boom: Starting at 11th level whenever a creature is forcefully moved by Soaring Breeze, all creatures within 5ft of you and 5ft of creature **Not including you or the attacked creature** must make a Constitution Saving Throw **DC 8+Wisdom +proficiency.** On a failed save, the creature takes 1d10+Wisdom Modifier force damage and is deafened until the start of their next turn. On a success, the creature takes half as much damage and is not deafened.

Lightfoot: You wisp your allies through the air allowing them to move with more grace. Starting at 15th level you can use your bonus action to increase the walking speed of three willing creatures by 30ft until the end of their next turn. In addition they can Dash as a bonus action. This can be done once per long rest.

Cloak of Air: Starting at 20th level, whenever you activate Elemental Guardian you skin turns to air giving you the following benefits: You gain resistance to bludgeoning, piercing and slashing damage Melee attacks made against you have disadvantage You gain a 30ft increase to your walking speed


Branch of the Earth Earth represents stability, rigidity, stern resolve, and this is shown in the Plane of Earth. This plane is one of unclimbable mountains and unending caverns, riddled with glistening jewels and hardened metals. The spirits that walk the land are disciplined by their own greed. They will only ever leave this plane if either intrigued or deceived. They search for those that share their covetous nature. Expanded Spell List: 3rd Magnify Gravity, Thunderous Smite 5th Dust Devil, Earthbind 9th Thunderstep, Erupting Earth 13th Gravity Sinkhole, Stone Shape 17th Creation, Transmute Rock

Blessing of the Earth Spirit: Your skin becomes as hard as the earth around you. While you are not wearing armor your AC becomes 10+Constitution+Dexterity. In addition you have resistance to thunder damage.

Terra Form: Your spirit has the stoic nature of the earth, swallowing your body with a shell of rock . Starting at 3rd level,when you activate your Elemental Guardian you gain the additional benefits until Elemental Guardian is over: You gain a climbing speed equal to your walking speed You gain temporary hit points equal to your Elemental Warrior level

Ground Smash: Starting at 6th level, you can use your action to smash your weapon into creating a ripple effect in the shape of a 15ft cone. All creatures within range must make a Dexterity Saving Throw **DC: 8+Wisdom+Proficiency.** On a failed save, the target takes 1d8+Wisdom Modifier thunder damage and becomes knocked prone. On a successful save the target does not get knocked prone and only takes half the total thunder damage. This ability can be used an amount equal to your Wisdom Modifier ** Minimum of 1**

Harden: Your control over the earth allows you to harden your body even more than before. Starting at 11th level whenever you activate Elemental Guardian you gain the additional benefits until Elemental Guardian is over: You gain an additional +1 to your AC while in Elemental Guardian You gain resistance to bludgeoning, piercing and slashing damage

Dust Storm: Starting at 15th level, you can use your action to allow your spirit to draw in small particles of dust around a single point creating a massive dust storm for up to 1 minute. The dust storm is a 10ft cube and can be placed up to 30ft away. While a creature is inside the dust storm the fall under the following effects: Creatures cannot see in or out of the storm. Creatures must make a Constitution Saving Throw or become blind **DC: 8+Wisdom+proficiency** until they leave the storm. They can remake this Constitution Saving Throw at the start of their turn The area is considered difficult terrain You are unable to be affected by the effects of your Dust Storm. This ability can be used once per long rest.

Earthbound: Starting at 20th level, your earth spirit begins to gain unyielding power of the earth which causes the earth to bend and shake at will. Whenever Elemental Guardian is activated the earth begins rupture making cracks that grow up to 15ft away from you. All creatures within 15ft **That are on the ground** of you must make a Dexterity Saving Throw **DC 8+ Wisdom + proficiency.** On a failed save, the target takes 12d6 thunder damage. In addition this area becomes difficult terrain.

Branch of Water The Plane of Water is one of endless seas. Life flourishes in the upper parts of the plane in the form of coral reefs and underwater cities, while the depths are a place of peril. Spirits that dwell on this plane tend to be calm and apathetic. Spirits will tend to go where the seas take them, sometimes this means the Material Plane. Expanded Spell List: 3rd False Life, Create or Destroy Water 5th Aid, Mirror Image 9th Water Walk, Major Image 13th Control Water, Watery Sphere 17th Maelstrom, Greater Restoration

Blessing of the Water Spirit: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Shape Water and Mage Hand cantrip. In addition you gain resistance to cold damage and a swimming speed equal to your walking speed.

Partially Amphibious: Starting at 3rd level, whenever you activate your Elemental Guardian you gain the following benefits until Elemental Guardian is over: Your swimming speed increases by 30ft The ability to breath underwater

Loyalty of the Sea: Your ability to control water makes an asset in combat. Starting at 3rd level, whenever a weapon that has the thrown or range property hits a creature, the weapon propels itself back into your hands. In addition if the weapon is charged with Synergetic Strike, a fluid form of the weapon shoots out from behind them, locating the next nearest enemy creature **within 15ft**. That creature must make a Dexterity saving throw **DC 8+ Wisdom proficiency.** On a failed save the target takes only the Synergetic Strike damage and the weapon repeats the process and finds a new target **within 15ft**. On a successful save the target takes no damage and the weapon turns into a small puddle of water not able to move to an additional target.

Slipstream: You learn to liquefy your body and transfer it from one point to another. Starting at 6th level, as a bonus action you can create two 5ft by 5ft pools of water that are up to 60ft apart. For the next minute or until your concentration ends, you can walk into that pool and pop out of the other pool in a random non-obscured square within 5ft of the pool and vice versa. You can use your bonus action to move one pool up to 30ft. When the minute has expired the puddles of water lose their teleportation ability and just become regular water. You can use this ability once per long rest. At 14th level you can use this twice per long rest.

Geyser: You learn to change water pressure allowing you to create jets of water that can launch creatures into the air. Starting at 11th level, you can use your action to choose a 5ft by 5 ft cube within 30ft of you and create a small crater in the ground. Whenever a creature starts its turn or walks over they crater, a burst of water jets from the crater forcing the creature to make a Dexterity Saving Throw ** Creatures that are Large have advantage and creatures that are Huge or Larger are unaffected by this ability** **DC 8+ Wisdom+proficiency.** On a failed save the creature gets momentarily launched **10 x half your Elemental Warrior level in feet** in the air and then fall to the ground, taking the appropriate fall damage. On a successful save the target dodges the geyser. You can use this once per long rest.

**Optional Rule: If a player purposefully launches themselves onto the geyser with the purpose of getting to a high place, you can make them make a Acrobatics Check ** DC = DM’s choice** on a success, they launch up to 10x half the caster’s Elemental Warrior level in feet and safely land on their intended target. On a fail, they fall taking the appropriate falling damage**

Crescendo of the Sea: Starting at 15th level, whenever Loyalty of the Sea is activated the first target takes the normal Synergetic Strike damage, but the next target takes an additional die of damage. This addition goes on until a creature succeeds a Dexterity Saving Throw **Example: At 15th level Synergetic Strike deal 2d8+Wisdom Modifier damage, the first target hit with Loyalty of the Sea takes the 2d8+Wisdom Modifier, the next target takes 3d8+Wisdom Modifier, The next target then takes 4d8+Wisdom Modifier, and so on**

Body of Water: Your mastery of water is complete allowing you to transform your body into a water form of itself. Starting at 20th level whenever you activate Elemental Guardian, your body turns to liquid and you gain the following benefits until Elemental Guardian is over: You regain 10 hit points at the start of each turn as the water repairs your wounds Attacks made against you have disadvantage You become resistant to non-magical bludgeoning, piercing and slashing damage

Branch of Chaos Pandemonium is a plane of pure disorder. Maddening winds howl endlessly, driving any creature who enters to insanity. The spirits of this plane tend to be imprisoned here and can only escape if others enter this plane. When they attach to a host, they immediately drive the host mad. They feed off this madness and emanate the effects back out into the world. Expanded Spell List 3rd Hideous Laughter, Chaos Bolt 5th Crown of Madness, Warding Bond 9th Haste, Protection of Energy 13th Hallucinatory Terrain, Polymorph 17th Circle of Power, Far Step

Hysteria of the Lunatic Spirit: Starting at 1st level when this spirit the chaotic nature of Pandemonium, warps your mind and gives you one indefinite madness. In addition you know the Absorb Elements spell, use it a certain number of times **At 1st level** without expending a spell slot a number of times equal to your Wisdom modifier **a minimum of once.** You regain all expended uses when you finish a long rest. Absorb Elements doesn’t count against the number of Elemental Warrior spells you know. Effigy of Chaos: The unpredictable nature of your spirit makes it hard to control their strength. Starting at 3rd level, whenever you activate Elemental Guardian. You gain a +1 to attack rolls and damage rolls. In addition, roll on the Condensed Madness table to determine the magical effect produced. Condensed Madness Table 1 You burst into flames, lighting all creatures within 10ft of you on fire. Creatures that are on fire take 1d6 fire damage **This includes you.** Creatures can use their action to put out the flames. 2 You launch 30ft in a random direction. If you hit a creature in that they get launched 30ft in the same direction **Large or Larger are unaffected.** If you hit a grounded object you stop at said object. 3 All ground within 10ft of you raises up or sinks down **Roll 1d2** 20ft indefinitely 4 A 30ft wide whirlpool of water erupts from you, all creatures within range must make a Strength Saving Throw **DC 8+Wisdom+proficiency.** On a failed save, the creature gets pulled 10ft towards you and takes 1d6 force damage. 5 You take the nearest creature’s movement and add it to your own for this turn. On the creature affected turn, their movement speed is 0ft. 6 All non magical armor with in 5ft **Including yours** becomes enveloped in a thin coat of acidic liquid giving you a -1 to AC until Elemental Guardian ends. 7 You barf a stream of molten rock, if a creature is directly in front of you. They take 3d8 fire damage. In addition you must make a Constitution Saving Throw **DC 12.** On a failed save, you take half the total amount rolled. On a success you take no fire damage. 8 You gain a 30ft flying speed until Elemental Guardian ends. If you already have a flying speed, it increases by 30ft. After Elemental Guardian ends you are unable to move until the start of your next turn. 9 You magnify the ground around you making melee attacks faster. All melee attacks within 5ft of you have advantage **Including yours** 10 A watery shell forms around you giving you 10 temporary hit points 11 Lightning shots through you hitting all creatures within 5ft of you **Including you**. These creatures must make a Constitution Saving Throw ** **DC 8+Wisdom+proficiency** On a failure, the creature takes 1d8 lightning damage and is stunned. On a success they take half as much and are not stunned 12 All non magical weapons with in 5ft **Including yours** becomes enveloped in a thin coat of acidic liquid giving you a -2 to attack rolls until Elemental Guardian ends. Ray of Madness: Starting at 6th level, you can use your action to launch a ray of pure insanity at a creature. This creature must make a Wisdom Saving Throw **DC 8+Wisdom+proficiency** or gain a Short Term Madness. This madness lasts for 1 minute. The creature can remake the saving throw at the start of it’s turn or when it is hit by an attack.

Chaotic Criticals: Starting at 11th level, whenever you make a critical hit, you can add your Synergetic Strike Damage to damage rolls. However, if you roll a critical failure, you take damage equal to your Synergetic Strike.

Power of Absurdity: Starting at 15th level, the randomness produced by the Effigy of Chaos ability has increased in pure power, making them amplified. Instead of using the Condensed Madness table you now use the Improved Condensed Madness table when you activate Elemental Guardian. Improved Condensed Madness 1 You burst into flames, lighting all creatures within 15ft of you on fire. Creatures that are on fire take 2d6 fire damage **This includes you.** Creatures can use their action to put out the flames. 2 You launch 45ft in a random direction. If you hit a creature in that they get launched 45ft in the same direction **Large or Larger are unaffected.** If you hit a grounded object you stop at said object. 3 All ground within 10ft of you raises up or sinks down **Roll 1d2** 30ft indefinitely 4 A 30ft wide whirlpool of water erupts from you, all creatures within range must make a Strength Saving Throw **DC 8+Wisdom+proficiency.** On a failed save, the creature gets pulled 15ft towards you and takes 3d6 force damage. 5 You take the nearest creature’s movement and add double that amount to your own for this turn. On the creature affected turn, their movement speed is 0ft. 6 All non magical armor with in 5ft **Not including yours** becomes enveloped in a thin coat of acidic liquid giving you a -2 to AC until Elemental Guardian ends. 7 You barf a stream of molten rock, if a creature is directly in front of you. They take 6d8 fire damage. In addition you must make a Constitution Saving Throw **DC 12.** On a failed save, you take half the total amount rolled. On a success you take no fire damage. 8 You gain a 40ft flying speed until Elemental Guardian ends. If you already have a flying speed, it increases by 40ft. After Elemental Guardian ends you are unable to move until the start of your next turn. 9 You magnify the ground around you making melee attacks faster. All melee attacks within 10ft of you have advantage **Including yours.** 10 A watery shell forms around you giving you 20 temporary hit points 11 Lightning shots through you hitting all creatures within 5ft of you **Including you**. These creatures must make a Constitution Saving Throw ** **DC 8+Wisdom+proficiency** On a failure, the creature takes 3d8 lightning damage and is stunned. On a success they take half as much and are not stunned 12 All non magical weapons with in 5ft **not Including yours** becomes enveloped in a thin coat of acidic liquid giving you a -4 to attack rolls until Elemental Guardian ends.

Controlled Discord: Your expertise with chaos has allowed you to gain marginal control over the madness. Starting at 15th level, whenever you roll on the Powered Madness Table, you can roll twice and take either roll’s effect.

Synergetic Bombard: Starting at 20th level, the chaotic energy of your spirit intensifies your Synergetic Strikes. Whenever you roll the highest roll on a Synergetic Strike, you can roll an additional die of damage and add that to the total.

Branch of the Lightning Bolt Stormwall is a plane of pure material energy. The spirits of Stormwall are full of energy gathered from their plane, and regularly travel to the material plane to expend their collected energy. When looking for a host, they tend to prefer individuals that share their lively nature.

Expanded Spell List: 3rd Longstrider, Witch Bolt 5th Enhance Ability, Blur 9th Lightning Bolt, Haste 13th Lightning Leap, Freedom Of Movement 17th Far Step, Skill Empowerment

Blessing of the Charged Spirit: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Lightning Lure and Shocking Grasp cantrip. In addition you gain resistance to lightning damage.

Charge Up: Your spirit has a sporadic and jolty nature. Starting at 3rd level, whenever you activate Elemental Guardian, a surge of electricity flows through you giving you the following benefits until Elemental Guardian is over: Your walking speed increases by 10ft You can Dash as a bonus action

Recharge: Your great speed on the battlefield allows you to revitalize yourself as you fight. Starting at 6th level, whenever you take Dash Action you can choose to expend one of your Hit Die. Roll the die, add your Constitution modifier, and regain a number of hitpoints equal to the total. **Can not go over your maximum HP**

Discharge: You're able to control the intensity of the particles around, forcing them to release energy around. Starting at 11th level, as an action to send a burst of electricity forcing all creatures within a 5ft cube to make a Constitution Saving Throw **DC 8+Wisdom+proficiency**. On a fail, the target becomes stunned until the start of your next turn. On their turn they can choose to use their action to reroll the Constitution Saving Throw and are released from the stun on a successful roll. On a successful save the target does not become stunned and takes no additional effects. You can use this ability once per long rest.

Countercharge: Your spirit enhances your reaction time making it harder for your enemies to avoid you. Starting at 15th level you gain the following benefits to your opportunity attacks: Creatures that take the Disengage Action can still be hit by your opportunity attacks. If you hit a creature with an opportunity attack you can move up to half your movement as part of the reaction. Whenever a creature enters your attack range you can use your reaction to make an opportunity attack.

Overcharge: The unrelenting spirit of electricity within you starts to become more restless. Starting at 20th level whenever you activate Elemental Guardian your body surges with electricity making you move more quickly, you gain the following benefits until Elemental Guardian is over: Your speed doubles You have advantage on Dexterity Saving Throws You have advantage on attacks You gain an extra action

Branch of Blight The Swamp of Oblivion is a plane of pure disgust. Caustic water that will melt you to a sludge, deep muck that engulfs you into the ground, and massive swarms of insects that drain your vitality away. While the spirits are acclimated with the environment around them, they tend to travel the planes in search of a host at the will of their master, Juiblex. Expanded Spell List: 3rd Acidic Smite, Ray of Sickness 5th Acid Arrow, Ray of Enfeeblement 9th Gaseous Form, Stinking Cloud 13th Blight, Vitriolic Sphere 17th Contagion, Cloudkill

Blessing of the Blight Spirit: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Acid Splash and Primal Savagery Cantrips. In addition you have resistance to acid damage.

Corrosive Slice: Your newfound familiarity with the Swamp of Oblivion allows you to devastate enemies with acid. Starting at 3rd level, whenever you hit a creature with an attack, charged with Synergetic Strike you force the creature to make a Constitution Saving Throw. On a failed save, the target takes acid damage equal to your Synergetic Strike damage at the start of their turn for the next minute. At the start of the target’s turn, ** After they take Synergetic Strike damage** they can remake the Constitution Saving Throw. On a successful save, the target takes no additional damage.

Potency: Starting at 6th level, Cantrips learned through the Blessing of the Blight Spirit gain a increase to damage equal to your Wisdom Modifier **minimum of 1**

Corrode Body: You learn to use the powers of your acidic spirit to melt your enemies into slimy servants. Starting at 6th level, whenever you kill a creature with Corrosive Slice or Synergetic Strike you can use your reaction to melt their body into a Green Ooze **Statistic Below.** When the Green Ooze appears it gains roll initiative for it. It obeys your verbal commands, and gains a bonus to attacks rolls equal to your Wisdom Modifier **Minimum of +0** The Green Ooze stays under your control until the end of your next long rest before dissolving into nothing. Once you use this feature you can not use it again until the Green Ooze dissolves.

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Green Ooze Medium ooze, unaligned Armor Class 8 Hit Points 22 (3d8 + 9) Speed 10 ft., climb 10 ft. STR 12 (+1) DEX 6 (-2) CON 18 (+4) INT 1 (-5) WIS 6 (-2) CHA 2 (-4) Skills Stealth +2 Damage Resistances Acid, Cold, Fire Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8 Languages -- Challenge 1/2 (100 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non Magical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, non magical metal in 1 round. Actions: Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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Enfeeble: Creatures touched with your acid become weaker, making their attacks deal less damage. Starting at 11th level, whenever a creature marked with your Corrosive Slice attacks a creature, the attack is made with disadvantage. If the attack hits, the damage is lessened by an amount equal to your Wisdom Modifier **Minimum of 1**

Acidic Loch: Starting at 15th level you can use your action to create a 10ft by 10ft pool of acid within 60ft of you for a minute. The pool is considered difficult terrain. Any creatures that start their turn in the pool take 3d6 acid damage and have a -2 to their AC until the start of their next turn. You can use this ability once per long rest.

Caustic Defense: Your spirit’s sour and sharp nature take over you making your body a potent behemoth. Starting at 20th level, while Elemental Guardian is active any creature that makes a melee attack against you must make a Constitution Saving Throw **DC 8+Wisdom+proficiency.** On a failed save the target goes under the effects of Corrosive Slice for the next minute or until they use their action to redo the Constitution Saving Throw. On a successful save, the target is unaffected.

Emotional Elements:


Branch of the Aether In a meadow of colorful flowers, a plane where only bliss exists, lies the fields of Elysium. The spirits that wander this plane feel nothing but joy. Rarely do they wish to leave this place of peace but when they do, they grant their new host the powers of amity. Expanded Spell List: 3rd Bless, Healing Word 5th Healing Spirit, Calm Emotions 9th Motivational Speech, Spirit Guardians 13th Charm Monster, Aura of Life 17th Mass Cure Wounds, Dawn

Blessing of the Joyous Spirit: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Word of Radiance and Light cantrips. In addition you have resistance to radiant damage.

Benevolent Shield: Your spirit’s nature is full of compassion and wants to protect you at all cost. Starting at 3rd level, whenever you activate Elemental Guardian you gain temporary hit points equal to you Elemental Guardian level.

Compassion of the Aether: Starting at 3rd level, you can expend a use of Elemental Guardian to instead give it to a willing creature within 30ft. In addition to gaining all effects Elemental Guardian provides **Including those given through Benevolent Shield** the creature gains resistance to radiant damage until Elemental Guardian ends. **Use your Wisdom Modifier for the Constitution Saving Throw boost**

Circle of Bliss: Elysium is a place of never ending joy, making it hard for creatures to leave. Starting at 6th level, you can use your action to create a 30ft circle with 60ft of you for the next minute or until your concentration ends. All creatures that start their turn within the circle must make a Wisdom Saving Throw **DC 8+Wisdom+proficiency.** On a failed save, the creature can not willingly leave the circle. In addition the creatures affected under this ability are charmed to all other creatures under the effect. On a successful save the creature can leave the circle. Whenever a creature is damaged in the circle, the creature can remake the saving throw. Creatures that are immune to the Charm effect are immune to this ability. This can be done once per long rest and twice at 14th level.

Unbridaled Empathy: Your spirit’s compassion enables you to use up your own power to help those around you. Starting at 11th level, you can use a bonus action to expend a use of Synergetic Strike to instead heal any creature of your choice with 10ft of you for an amount equal to the roll of your Synergetic Strike. Spontaneous Solo: The overwhelming joy of your spirit starts to spread to those around you. Starting at 15th level, whenever a creature makes an attack on you, you can use your reaction to force the creature to make a Wisdom Saving Throw **8+Wisdom+proficiency**. On a failed save, the creature does not attack you and instead uses its action to uncontrollably sing. On a successful save, the creature attacks as normal. This can be done an amount equal to your Wisdom Modifier **Minimum of 1.** A creature immune to charm is unaffected by this ability.

Spread the Love: Your spirit emanates pure joy, compassion and most of all love for everything. Starting at 20th level, whenever you activate Compassion of the Aether, you can instead give Elemental Guardian to all creatures of your choice within 15ft.

Branch of Null Through the depth of the Abyss lies the darkened spirits known only as null. These horrid entities feed off the fears of the innocents, making them relatively common on the Material Plane. While these creatures believe in causing great distress, they tend not to harm their host as they are the reason for their survival. Expanded Spell List: 3rd Bane, Wrathful Smite 5th Darkness, Shadow Blade 9th Summon Shadow Spirit, Fear 13th Phantasmal Killer, Black Tentacles 17th Negative Energy Flood, Enervation

Curse of the Entropic Spirit: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Sapping Sting cantrip, have advantage on Fear saving throws, have 30ft of magical darkvision and have resistance to necrotic damage.

Abyssal Stare: Your spirit has a connection with the darkness of the Abyss. Starting at 3rd level, whenever Synergetic Strike is activated, the creature hit with the attack must make a Wisdom Saving Throw **DC 8+Wisdom+proficiency.** On a failed save, the creature becomes frightened by you for the next minute. The creature can remake the saving throw at the end of each of its turns. On a successful save, the creature is not frightened.

Dreadhunt:Your spirit allows you to teleport to those who are experiencing fear. Starting at 6th level, whenever you can see a creature that is under the fear effect, you can use your bonus action to slip into their mind and appear in a square within 5ft of them. Your spirit consumes their fear, ending the fear effect. Additionally if you kill a creature that has been feared by you, then you can force a creature within 30ft of the target to make a Charisma Saving Throw or become feared by you.

Oblivion’s End: Starting at 11th level, you can use your bonus action to make your spirit extends from your body and grabs a target you can see within 30ft of you **this can go around half and three quarters covers.** The creature must make a Strength Saving Throw **DC 8+Wisdom+proficiency.** On a failure, the target takes 1d10 necrotic damage and becomes grappled until the start of your next turn. In addition the target is pulled to a square within 5ft of you. On a success the target takes half as much damage and is not grappled/forcefully moved. This can be used an amount equal to your Wisdom Modifier **Minimum of 1.**

Baphomet’s Backstep: You channel The Endless Maze that haunts the Abyss and retrace your steps in times of peril. Starting at 15th level, whenever a creature attacks you, you can use your reaction to force that creature to make a Wisdom Saving Throw **DC 8+Wisdom+proficiency** before the outcome of the attack is determined. On a failed save, the target takes 2d10+Wisdom Modifier necrotic damage and becomes frightened. In addition the attack automatically fails. On a success, the creature takes half as much damage and is not frightened allowing the attack to be determined by the roll. In addition, as part of this reaction **Both on a success and failure** you can move up to half your movement in any direction **This movement does not provoke opportunity attacks.** This can be used once per long rest.

Unrelenting Terror: Starting at 20th, whenever you attempt to Fear a creature that is immune to Fear. They instead have advantage on the saving throw. A target that is not immune to the effect has disadvantage on the saving throw.

Branch of Anomalies Spirits of the Astral Plane are ones of the mind, a creature of pure psychic power that sees you as another experiment. It binds to you, reshaping your body in order to see how it physically reacts. While these spirits are inquisitive and emotionless, they give their host great power that tends to lead them towards a life of adventure. Expanded Spell List: 3rd Identify, Gift of Alacrity 5th Enhance Ability, Detect Thoughts 9th Counterspell, Tongues 13th Summon Aberrant Spirit, Staggering Smite 17th Synaptic Static, Modify Memory

Musings of the Thoughtful Spirit: This inquisitive spirit binds to you in order to learn more about the plane you call home. Starting at 1st level, you learn the Prestidigitation Cantrip and gain proficiency in the Arcana and History skill due to your attunement with the lost thoughts of the astral plane. In addition, you gain resistance to psychic damage.

Astral Augmentations: Your spirit does experiments on your body to enhance your body. Starting at 3rd level whenever you activate Elemental Guardian you can choose one of the following abilities until Elemental Guardian ends. Bulk Up: Your arm grows to triple the size, making your unarmed attack deals 1d8+Strength Modifier. In addition you gain advantage Strength Saving Throws Eye Beam: Your arm turns into a tendril with a single large eyeball at the end. You can use your attacks to deal shoot a beam of concentrated thought at a target **Use Wisdom for attack roll bonus.** On a hit, you deal 2d6 psychic damage **Synergetic Strike cannot be added to this ability.** In addition you have advantage on Perception checks that deal with sight. Stinger: You grow a tail with a stinger at the end. This tail deals 1d8 piercing damage and has the reach property. If you hit you heal an amount equal to your Wisdom Modifier **Minimum of 1** Long Limbed: Your legs grow making you move faster. Your walking speed increases by 10ft. In addition, opportunity attacks made against you have disadvantage.

Mental Override: Starting at 6th level, you can use your action to allow your spirit to latch onto a target within 5ft. This target must make a Wisdom Saving Throw **DC 8+Wisdom+proficiency.** On a fail the target must immediately take an attack action on a creature of your choice or run 15ft away. Once the target does this, the spirit reattaches to you. The creature has no knowledge of being under control. On a successful save, the spirit does not latch on and immediately reattaches to you. This ability can be done an amount of times equal to your Wisdom Modifier **Minimum of 1.**

Absorption Bubble: Starting at 11th level, whenever you activate Elemental Guardian a bubble of astral energy surrounds you giving you 2d10 temporary hit points. While these temporary hit points are active you gain a +1 AC.

Psychic Perception: Starting at 15th level, whenever you succeed on using Knowledge of the Elements you can also choose to learn it’s AC or it’s Hitpoint Maximum. This can be done once per long rest.

Amplify: Starting at 15th level, your spirit pushes your physical limits with each augmentation. The abilities from Astral Augmentation are amplified to their maximum potential. Bulk Up: Your arm grows to triple the size, making your unarmed attack deals 2d8+Strength. In addition you gain advantage Strength Saving Throws. You gain a climbing speed equal to your walking speed. Eye Beam: Your arm turns into a tendril with a single large eyeball at the end. You can use your attacks to deal shoot a beam of concentrated thought at a target **Use Wisdom for attack roll bonus.** On a hit, you deal 3d6 psychic damage. You gain advantage on all Perception checks that deal with sight and have the spell Detect Magic up until Elemental Guardian. Stinger: You grow a tail with a stinger at the end. This tail deals 1d12 piercing damage and has the reach property. If you hit you heal an amount equal to your 2xWisdom Modifier **Minimum of 2** Long Limbed: Your legs grow making you move faster. Your walking speed increases by 30ft. In addition, opportunity attacks have disadvantage

Permanent Mutation: Your body has grown used to being augmented and has mutated to become dependent on this ability. Starting at 20th level, you can choose one of the mutations from the Astral Augmentation **With the Amplified form** ability and have it permanently. **You still gain an additional one when you activate Elemental Guardian but can not choose the same one twice**

Branch of Frost Frostfell is a plane of frozen despair. Endless blizzards sweep over this plane, which makes life here near impossible. The spirits that roam this plane feel as tortured as those who are doomed to the Nine Hells and thus tend to dread their existence. To escape this never-ending dread, they will use any avenue available to them. This most often comes in the forms of a host. Expanded Spell List: 3rd Ice Knife, Fog Cloud 5th Gentle Repose, Snilloc's Snowball Swarm 9th Sleet Storm, Water Walk 13th Ice Storm, Confusion 17th Cone of Cold, Antilife Shell

Despair of the Frigid Spirit: Starting at 1st level the power of the spirit grants you the power to use minor magical abilities. You learn the Ray of Frost and Frostbite cantrips. In addition you have resistance to cold damage.

Faces of Woe: Starting at 3rd level, whenever you activate Elemental Guardian, your face begins to shift between the many faces of despair, depression, and loneliness. While in this form, you can use your bonus action on a creature you can see, calling out to them in the many tortured voices inside you. This creature must make a Charisma Saving Throw **DC 8+Wisdom+proficiency.** On a failed save the target becomes enveloped in tears allowing attacks made against them to have advantage until the start of their next turn. On a failed save the target is unaffected by the ability. **Creatures that are immune to charm are immune to this ability

Winter’s Embrace: Starting at 6th level, Choose creatures within 30ft of you on the ground and force them to make a Strength Saving Throw. On a fail, ice wraps around their feet grappling them for 1 minute. In addition, the creature takes 1d6 cold damage at the start of each of their turns until the effect has ended. The creature affected can remake the save at the end of each of their turns. On a success, the creature is not grappled. This can be used an amount of times equal to your Wisdom Modifier **Minimum of 1**

Thoughts of Sorrow: Starting at 11th level, whenever a creature is affected by Faces of Woe, you can hear their thoughts through the many other voices in desolation. This allows you to see their actions before they happen, giving the creature disadvantage on attack and spell attack rolls.

Frigid Force: Starting at 11th level, whenever you hit an attack that was made with advantage you can add an extra 1d10 cold damage to the damage roll

Avenger of the Pitiful: Sorrow fills your heart at the sight of an ally in pain. Starting at 15th level, whenever a creature within 30ft of you hits an ally with an attack, you can use your reaction to cover the attacker's weapon in ice, lowering the damage by 1d10+Wisdom Modifier.

Never-Ending Distress: Your mastery of grief allows you to torment foes with greater efficiency and strength. Starting at 20th level, The effects of Faces of Woe can last up to 1 minute **The creature can remake the saving throw at the end of each of their turns** In addition the target takes 3d12 psychic damage as the thoughts of the millions suffering swirl around in their head.

Spell List 1st Absorb Elements Acid Stream Burning Hands Chaos Bolt Chromatic Orb Create or Destroy Water Earth Tremor Faerie Fire Feather Fall Fog Cloud Guiding Bolt Ice Knife Magnify Gravity Searing Smite Thunderwave Unseen Servant 2nd Acid Arrow Alter Self Aganazzer Scorcher Blindness/Deafness Continual Flame Darkness Dragon’s Breath Earthbind Enhance Ability Flame Blade Flaming Sphere Gust of Wind Heat Metal Invisibility Maximilian’s Earthen Grasp Misty Step Moonbeam Rope Trick Scorching Ray Shatter Spiritual Snilloc’s Snowball Swarm Summon Bestial Spirit Warding Winds 3rd Call Lightning Daylight Elemental Weapon Erupting Earth Fireball Flame Arrow Lightning Arrow Lightning Bolt Meld into Stone Protection from Energy Pulse Wave Sleet Storm Spirit Guardians Stinking Cloud Thunder Step Tidal Wave Wall of Sand Wall of Water Wind Wall 4th Conjure Minor Elementals Control Water Dimension Door Elemental Bane Fire Shield Gravity of Water Ice Storm Lightning Leap Otiluke’s Resilient Sphere Stone Shape Stoneskin Storm Sphere Summon Elemental Guardian Vitriolic Sphere Wall of Fire Water Sphere


5th Banishing Smite Bigby’s Hand Cloudkill Cone of Cold Conjure Elemental Contact Other Plane Control Winds Destructive Wave Flame Strike Immolation Maelstrom Transmute Rock Wall of Force Wall of Light Wall of Stone



New Spells

Lightning Leap Level: 4th Casting Time: 1 action Range: 60ft Duration: Instantaneous School: Evocation Save: Dexterity As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. At Higher Levels: When you cast this at a 5th level or higher, you deal an additional 1d6 per slot above 4th.

Frigid Rebuke Level: 3rd Casting Time: 1 reaction (When a creature hits you) Range: 60ft Duration: Instantaneous School: Evocation Save: Dexterity You point your finger and the creature that damaged you gets surrounded in a momentary blizzard. The creature must make a Dexterity Saving Throw. On a fail the creature takes 6d6 cold damage, or half as much on a successful save. At Higher Levels: When you cast this at a 4th level or higher, you add an extra 2d6 to the total per slot above 3rd.

Acidic Smite Evocation Level: 1 Casting time: 1 Bonus Action Range: Self Components: V Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon becomes covered in acidic slime, and the attack deals an extra 1d6 acid damage to the target. Additionally, if the target is wearing armor, it must succeed on a Constitution saving throw or have a -1 to AC. The armor is destroyed if the penalty reduces its AC to 10.


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