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Water genasi come from coastal Genasi on Athas areas, the largest concentration of them hailing from the Although any world that includes one or more elemental regions surrounding the Sea of Fallen Stars. There, genies and elemental power, genasi are viewed as seers, prophets, spellcasters enter into bargains, and genasi can result and chosen ones.
The birth of a genasi, whether a slave, from such pacts. Those genasi have been sources of a noble, or a member of a desert tribe, is an auspicious great weal and woe in the history of that land. Most Athasians believe a given genasi is destined for greatness�or infamy.
As make some backgrounds more suitable than others. They can be flamboyant, and are keen rarely last long. They rarely stay in one place for long, Air genasi typically have light blue skin, hair, and eyes. Fitting backgrounds include the hair and stirring the clothing.
Some air genasi charlatan, entertainer, and noble. A few Earth genasi are more withdrawn, and their connection to display odd patterns in their flesh or grow crystals from the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural Ability Score Increase. Your Dexterity score soldiers, though, and with their stoic demeanor, they can increases by 1. Many earth Unending Breath. When they emerge from their caves, they might Mingle with the Wind.
You can cast the levitate spell roam the hills and mountains or lay claim to old ruins. Appropriate backgrounds for earth genasi include hermit, once with this trait, requiring no material components, outlander, and soldier. Constitution is your spellcasting fiery tempers. Like their air genasi cousins, they sometimes ability for this spell.
But they also want others to share their high opinion of themselves, Earth Genasi so they constantly seek to enhance their reputations. You hero, and noble.
You tend or around sea vessels. They make excellent mariners and to avoid rash decisions, pausing long enough to consider fishers. Like earth genasi, though, water genasi prefer quiet your options before taking action. They go where they want, do what they want, and rarely feel bound Elemental earth manifests differently from one to anything.
Good backgrounds for water genasi include individual to the next. Some earth genasi always have hermit and sailor. Others are as shiny and polished as Genasi Names gemstones, with skin tones of deep brown or black, eyes sparkling like agates.
Earth genasi can also have Genasi use the naming conventions of the people among smooth metallic flesh, dull iron skin spotted with rust, whom they were raised. They might later assume a pebbled and rough hide, or even a coating of tiny distinctive names to capture their heritage, such as embedded crystals.
The most arresting have fissures in Flame, Ember, Wave, or Onyx. Your Strength score Genasi Traits increases by 1. Your genasi character has certain characteristics in Earth Walk. You can move across difficult common with all other genasi. Your Constitution score extra movement. Merge with Stone. You can cast the pass without Age. Genasi mature at about the same rate as humans trace spell once with this trait, requiring no material and reach adulthood in their late teens.
They live components, and you regain the ability to cast it this somewhat longer than humans do, up to years. Constitution is your Alignment.
Independent and self-reliant, genasi tend spellcasting ability for this spell. Genasi are as varied as their mortal parents Fire Genasi but are generally built like humans, standing anywhere As a fire genasi, you have inherited the volatile mood from 5 feet to over 6 feet tall.
You tend toward impatience Speed. Your base walking speed is 30 feet. Rather than hide your Languages. You can speak, read, and write Common distinctive appearance, you exult in it. Primordial is a guttural language, filled Nearly all fire genasi are feverishly hot as if burning with harsh syllables and hard consonants. Four major subraces of genasi are found black, or ash-gray skin tones. Choose one of these subraces.
Your Intelligence score Goliaths thus place a premium on self-sufficiency and increases by 1. They have a compulsion to keep score, Darkvision.
You can see in dim light within 60 feet of counting their deeds and tallying their accomplishments you as if it were bright light, and in darkness as if it were to compare to others.
Goliaths love to win, but they see dim light. Your ties to the Elemental Plane of Fire make defeat as a prod to improve their skills. Goliaths are ferocious competitors, but above all else Fire Resistance. You have resistance to fire damage. If a goliath Reach to the Blaze. You know the produce flame slays a dragon, he or she might seek out a larger, more cantrip.
Once you reach 3rd level, you can cast the powerful wyrm to battle. Few goliath adventurers reach burning hands spell once with this trait as a 1st-level old age, as most die attempting to surpass their past spell, and you regain the ability to cast it this way when accomplishments.
Constitution is your spellcasting ability for these spells. Fair Play For goliaths, competition exists only when it is Water Genasi supported by a level playing field. Competition measures The lapping of waves, the spray of sea foam on the wind, talent, dedication, and effort. Those factors determine the ocean depths�all of these things call to your heart.
Goliaths happily rely on such Most water genasi look as if they just finished bathing, benefits, but they are careful to remember that such with beads of moisture collecting on their skin and hair. A goliath who relies They smell of fresh rain and clean water. Blue or green too much on them can grow complacent, a recipe for skin is common, and most have somewhat overlarge disaster in the mountains. Some interact with other folk. The relationship between have voices with undertones reminiscent of whale song peasants and nobles puzzles goliaths.
If a king lacks the or trickling streams. Your Wisdom score talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and Acid Resistance. You have resistance to acid damage.
You can breathe air and water. You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip see chapter 2.
A lone goliath has little chance of this way when you finish a long rest. Constitution is your survival, especially an older or weaker one. Goliaths spellcasting ability for these spells. A permanently injured goliath is still expected to pull At the highest mountain peaks�far above the slopes his or her weight in the tribe.
Typically, such a goliath where trees grow and where the air is thin and the frigid dies attempting to keep up, or the goliath slips away in winds howl�dwell the reclusive goliaths.
Few folk can the night to seek the cold will of fate. Goliaths wander a bleak realm feeds into the grim inevitability of their decline and of rock, wind, and cold. Their bodies look as if they death. A goliath would much rather die in battle, at the are carved from mountain stone and give them great peak of strength and skill, than endure the slow decay of physical power. Their spirits take after the wandering old age. Few folk have ever meet an elderly goliath, and wind, making them nomads who wander from peak even those goliaths who have left their people grapple to peak.
Their hearts are infused with the cold regard with the urge to give up their lives as their physical of their frigid realm, leaving each goliath with the skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- Driven Competitors term leaders. They hope for innate wisdom in their Every day brings a new challenge to a goliath. Food, leadership, for they can rarely count on a wisdom water, and shelter are rare in the uppermost mountain grown with age. You count as one size larger when assigned by the tribal chief, and a family or clan name. A determining your carrying capacity and the weight you birth name is up to three syllables long.
Clan names are can push, drag, or lift. Mountain Born. Goliaths see including elevations above 20, feet. To a goliath, the person who is best Languages. You can speak, read, and write at a job should be the one tasked with doing it.
Common and Giant. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name.
In casual conversation, they use their nickname. Your Strength score increases by 2, and your Constitution score increases by 1. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Goliath society, with its clear roles and tasks, has a strong lawful bent.
The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality. Goliaths are between 7 and 8 feet tall and weigh between and pounds. Natural Athlete. You have proficiency in the Athletics skill. You can focus yourself to occasionally shrug off injury.
When you take damage, you can use your reaction to roll a d The spells provide various Earthbind transmutation ways to harness the power of the Skywrite transmutation, ritual four elements. Warding wind evocation Your DM determines whether these spells are available at character creation, 3rd Level whether they are discovered in a treasure trove, or whether you stumble upon them in an ancient Erupting earth transmutation library or other storehouse of magical knowledge.
Flame arrows transmutation Tidal wave conjuration Spell Lists Wall of water evocation The following spell lists show which of the new spells 4th Level are for a class. If a spell can be cast Watery sphere conjuration as a ritual, the ritual tag also appears within the parentheses. For example, if your druid is from a coastal region, the druid might have access only to the 1st Level new water-themed spells.
Until the spell ends, the link is active while you and the beast are The spells are presented in alphabetical order. While the link is active, Casting Time: 1 action the beast gains advantage on attack rolls against any Range: feet creature within 5 feet of you that you can see. Components: V, S, M a bit of sponge Duration: Instantaneous Bones of the Earth 6th-level transmutation You draw the moisture from every creature in a foot cube centered on a point you choose within range.
Each Casting Time: 1 action creature in that area must make a Constitution saving Range: feet throw. A creature takes 10d8 necrotic You cause up to six pillars of stone to burst from places damage on a failed save, or half as much damage on a on the ground that you can see within range. Each pillar successful one. The ground where a pillar appears must Absorb Elements be wide enough for its diameter, and you can target 1st-level abjuration ground under a creature if that creature is Medium or Casting Time: 1 reaction, which you take when you take smaller.
Each pillar has AC 5 and 30 hit points. When acid, cold, fire, lightning, or thunder damage reduced to 0 hit points, a pillar crumbles into rubble, Range: Self which creates an area of difficult terrain with a foot Components: S radius. The rubble lasts until cleared. Duration: 1 round If a pillar is created under a creature, that creature The spell captures some of the incoming energy, must succeed on a Dexterity saving throw or be lifted by lessening its effect on you and storing it for your next the pillar.
A creature can choose to fail the save. You have resistance to the triggering If a pillar is prevented from reaching its full height damage type until the start of your next turn. Also, the because of a ceiling or other obstacle, a creature first time you hit with a melee attack on your next turn, on the pillar takes 6d6 bludgeoning damage and is the target takes an extra 1d6 damage of the triggering restrained, pinched between the pillar and the obstacle.
The restrained creature can use an action to make At Higher Levels. On a success, the increases by 1d6 for each slot level above 1st. When you cast this spell using 2nd-level evocation a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. Each Components: S creature in the line must make a Dexterity saving throw. Duration: Instantaneous A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Choose one object weighing 1 to 5 pounds within range At Higher Levels. The object flies in a spell slot of 3rd level or higher, the damage increases by straight line up to 90 feet in a direction you choose 1d8 for each slot level above 2nd.
If the object would strike a Beast Bond creature, that creature must make a Dexterity saving 1st-level divination throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the Casting Time: 1 action creature or solid surface take 3d8 bludgeoning damage.
Range: Touch At Higher Levels. When you cast this spell using a Components: V, S, M a bit of fur wrapped in a cloth spell slot of 2nd level or higher, the maximum weight of Duration: Concentration, up to 10 minutes objects that you can target with this spell increases by 5 You establish a telepathic link with one beast you touch pounds, and the damage increases by 1d8, for each slot that is friendly to you or charmed by you.
The spell level above 1st. The You create a bonfire on ground that you can see within change lasts for 1 hour. The shapes take 1d8 fire damage. A creature must also make the last for 1 hour.
Control Flames Control Winds 5th-level transmutation Transmutation cantrip Casting Time: 1 action Casting Time: 1 action Range: feet Range: 60 feet Components: V, S Components: S Duration: Concentration, up to 1 hour Duration: Instantaneous or 1 hour see below You take control of the air in a foot cube that you You choose nonmagical flame that you can see within can see within range. Choose one of the following range and that fits within a 5-foot cube. You affect it in effects when you cast the spell.
A wind picks up within the cube, continually or the spell ends. You choose the intensity of the wind: calm, moderate, Earth Tremor or strong. If the wind is moderate or strong, ranged 1st-level evocation weapon attacks that pass through it or that are made Casting Time: 1 action against targets within the cube have disadvantage on Range: Self foot radius their attack rolls.
If the wind is strong, any creature Components: V, S moving against the wind must spend 1 extra foot of Duration: Instantaneous movement for each foot moved. You cause a tremor in the ground in a foot radius. You cause a sustained blast of strong Each creature other than you in that area must make wind to blow downward from the top of the cube.
On a failed save, a creature Ranged weapon attacks that pass through the cube takes 1d6 bludgeoning damage and is knocked prone. A creature must becomes difficult terrain until cleared. When you cast this spell using a the first time on a turn or starts its turn there flying. On spell slot of 2nd level or higher, the damage increases by a failed save, the creature is knocked prone.
Elemental Bane Creatures that end a fall within the cube take only half 4th-level transmutation damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 Casting Time: 1 action feet higher than normal. Range: 90 feet Components: V, S Dust Devil Duration: Concentration, up to 1 minute 2nd-level conjuration Choose one creature you can see within range, and Casting Time: 1 action choose one of the following damage types: acid, cold, Range: 60 feet fire, lightning, or thunder.
The target must succeed on Components: V, S, M a pinch of dust a Constitution saving throw or be affected by the spell Duration: Concentration, up to 1 minute for its duration. The first time each turn the affected target takes damage of the chosen type, the target Choose an unoccupied 5-foot cube of air that you can takes an extra 2d6 damage of that type. Moreover, the see within range. An elemental force that resembles target loses any resistance to that damage type until a dust devil appears in the cube and lasts for the the spell ends.
At Higher Levels. When you cast this spell using Any creature that ends its turn within 5 feet of the a spell slot of 5th level or higher, you can target one dust devil must make a Strength saving throw. On a additional creature for each slot level above 4th. The failed save, the creature takes 1d8 bludgeoning damage creatures must be within 30 feet of each other when you and is pushed 10 feet away.
On a successful save, the target them. As a bonus action, you can move the dust devil up to Erupting Earth 30 feet in any direction. If the dust devil moves over 3rd-level transmutation sand, dust, loose dirt, or small gravel, it sucks up the material and forms a foot-radius cloud of debris Casting Time: 1 action around itself that lasts until the start of your next turn.
Range: feet The cloud heavily obscures its area. When you cast this spell using a Duration: Instantaneous spell slot of 3rd level or higher, the damage increases by Choose a point you can see on the ground within 1d8 for each slot level above 2nd. A fountain of churned earth and stone erupts in a foot cube centered on that point. Each creature Earthbind in that area must make a Dexterity saving throw.
A 2nd-level transmutation creature takes 3d12 bludgeoning damage on a failed Casting Time: 1 action save, or half as much damage on a successful one. Range: feet Additionally, the ground in that area becomes difficult Components: V terrain until cleared away.
Each 5-foot-square portion of Duration: Concentration, up to 1 minute the area requires at least 1 minute to clear by hand. When you cast this spell using a Choose one creature you can see within range.
Yellow spell slot of 3rd level or higher, the damage increases by strips of magical energy loop around the creature.
The 1d12 for each slot level above 2nd. When You cause numbing frost to form on one creature that a target is hit by a ranged weapon attack using a piece you can see within range.
The target must make a of ammunition drawn from the quiver, the target takes Constitution saving throw. On a failed save, the target an extra 1d6 fire damage. When you cast this spell using a 5th level 2d6 , 11th level 3d6 , and 17th level 4d6. Until must succeed on a Strength saving throw or be the spell ends, you gain the following benefits: pushed up to 5 feet away from you.
The object is pushed up to 10 first time on a turn or ends its turn there takes 1d10 feet away from you. Each creature in the line must make your clothing to ripple in a breeze. A creature takes 4d8 fire damage on a failed save, or half as much damage on a Ice Knife successful one. Make a ranged spell attack against the Duration: Concentration, up to 10 minutes target. On a hit, the target takes 1d10 piercing damage.
Until the spell ends, ice rimes your body, and you gain Hit or miss, the shard then explodes. When you cast this spell using snow without spending extra movement.
The Immolation radius moves with you. Each creature in the cone Range: 90 feet must make a Constitution saving throw. A creature Components: V takes 4d6 cold damage on a failed save, or half as Duration: Concentration, up to 1 minute much damage on a successful one. A creature that Flames wreathe one creature you can see within range.
It until the start of your next turn. The burning target 6th-level transmutation sheds bright light in a foot radius and dim light for Casting Time: 1 action an additional 30 feet. At the end of each of its turns, the Range: Self target repeats the saving throw. It takes 3d6 fire damage Components: V, S on a failed save, and the spell ends on a successful one. On a hit, the target takes bludgeoning or stone without spending extra movement. If you do so, you are ejected to the pebbles still affected by it.
A Medium hand gain the following benefits: made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. On a failed vantage on the attack roll. It takes 2d6 bludgeoning damage on a failed swirling wind centered on a point you can see within save, or half as much damage on a successful one. Each creature in that area must make To break out, the restrained target can make a a Constitution saving throw.
A creature takes 2d10 Strength check against your spell save DC. On a bludgeoning damage on a failed save, or half as much success, the target escapes and is no longer restrained damage on a successful one. If a Large or smaller by the hand. The hand releases a restrained 5th-level evocation target if you do either. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, You create six tiny meteors in your space. When on a Strength saving throw or take 6d6 bludgeoning you cast the spell�and as a bonus action on each of damage and be pulled 10 feet toward the center.
Once a Transmutation cantrip meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 Casting Time: 1 bonus action feet of the point where the meteor explodes must make Range: Touch a Dexterity saving throw.
A creature takes 2d6 fire Components: V, S damage on a failed save, or half as much damage on a Duration: 1 minute successful one. You touch one to three pebbles and imbue them with At Higher Levels. When you cast this spell using a magic. You or someone else can make a ranged spell spell slot of 4th level or higher, the number of meteors attack with one of the pebbles by throwing it or hurling created increases by two for each slot level above 3rd.
If thrown, it has a range of 60 feet. You range and that fits within a 5-foot cube. This change ing patterns. The changes last for 1 hour.
You have advantage on Dexterity stealth checks to hide in rocky terrain. You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders and that includes you as an adventurer pick up enough Common to get by in other lands. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood.
The genasi are one such people, the offspring of genies and mortals. The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time.
They adapt well to the mingled elements of the Material Plane, and they sometimes visit�whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence.
Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi. Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color red, green, blue, or gray , and there is something odd about them.
The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on.
Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered.
A few genasi leave the Material Plane to find refuge in the households of their genie parents. Svirfneblin Magic Prerequisite: Gnome deep gnome You have inherited the innate spellcasting ability of your ancestors.
This ability allows you to cast nondetection on yourself at will, without needing a material component. You regain the ability to cast these spells when you finish a long rest. Deep Gnomes in the Forgotten Realms In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark.
Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold.
Chapter 1 Races 7 Wild and Confident Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path.
This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such selfconfidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.
Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born.
The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Genasi on Athas Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds.
As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness�or infamy.
Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.
Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.
Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history.
Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.
Chapter 1 Races 8 Genasi Backgrounds Each genasi subrace has its own temperament, which might make some backgrounds more suitable than others. Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Fitting backgrounds include charlatan, entertainer, and noble.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders.
Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins. Appropriate backgrounds for earth genasi include hermit, outlander, and soldier. Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk.
But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations. Likely backgrounds for a fire genasi include criminal, folk hero, and noble. Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes.
They go where they want, do what they want, and rarely feel bound to anything. Good backgrounds for water genasi include hermit and sailor. Genasi Names Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx. Genasi Traits Your genasi character has certain characteristics in common with all other genasi. Your Constitution score increases by 2.
Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to years. Independent and self-reliant, genasi tend toward a neutral alignment. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall.
Your base walking speed is 30 feet. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. Choose one of these subraces. Air Genasi As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Your Dexterity score increases by 1. Unending Breath. Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals.
The most arresting have fissures in their flesh, from which faint light shines. Your Strength score increases by 1. Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Fire Genasi As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads.
Fire genasi voices might sound Chapter 1 Races 9 like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. Your Intelligence score increases by 1. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip.
Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Goliaths thus place a premium on self-sufficiency and individual skill.
They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. This dedication to competition has a dark side.
Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments. Water Genasi For goliaths, competition exists only when it is supported by a level playing field.
Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other.
Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.
This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. The lapping of waves, the spray of sea foam on the wind, the ocean depths�all of these things call to your heart.
You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair.
They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. Some have voices with undertones reminiscent of whale song or trickling streams. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage. You can breathe air and water. You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip see chapter 2. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.
Goliath At the highest mountain peaks�far above the slopes where trees grow and where the air is thin and the frigid winds howl�dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold.
Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying. Driven Competitors Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A lone goliath has little chance of survival, especially an older or weaker one.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death.
A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders.
They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender.
Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.
It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname. Constitution modifier to the number rolled, and reduce the damage by that total. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. You can speak, read, and write Common and Giant. Your Strength score increases by 2, and your Constitution score increases by 1. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Goliath society, with its clear roles and tasks, has a strong lawful bent.
The goliath sense of fairness, balanced with an emphasis on selfsufficiency and personal accountability, pushes them toward neutrality. Goliaths are between 7 and 8 feet tall and weigh between and pounds. Natural Athlete. You have proficiency in the Athletics skill.
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d The spells provide various ways to harness the power of the four elements. Your DM determines whether these spells are available at character creation, whether they are discovered in a treasure trove, or whether you stumble upon them in an ancient library or other storehouse of magical knowledge.
Spell Lists 2nd Level Dust devil conjuration Earthbind transmutation Skywrite transmutation, ritual Warding wind evocation 3rd Level Erupting earth transmutation Flame arrows transmutation Tidal wave conjuration Wall of water evocation The following spell lists show which of the new spells are for a class. If a spell can be cast as a ritual, the ritual tag also appears within the parentheses. For example, if your druid is from a coastal region, the druid might have access only to the new water-themed spells.
Each creature in that area must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Absorb Elements 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M a bit of fur wrapped in a cloth Duration: Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. Until the spell ends, the link is active while you and the beast are within line of sight of each other.
Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller.
Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar.
A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle.
On a success, the creature is no longer restrained and must either move off the pillar or fall off it. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw.
On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Until the spells ends, the bonfire fills a 5-foot cube.
Control Flames Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour see below You choose nonmagical flame that you can see within range and that fits within a 5-foot cube.
The change lasts for 1 hour. 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.
Control Winds 5th-level transmutation Casting Time: 1 action Range: feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a foot cube that you can see within range. Choose one of the following effects when you cast the spell. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong.
If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls.
A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Creatures that end a fall within the cube take only half damage from the fall.
When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Dust Devil 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M a pinch of dust Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you can see within range.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a foot-radius cloud of debris around itself that lasts until the start of your next turn.
The cloud heavily obscures its area. Earthbind 2nd-level transmutation Casting Time: 1 action Range: feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range.
Yellow strips of magical energy loop around the creature. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Elemental Bane 4th-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder.
The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
The creatures must be within 30 feet of each other when you target them. A fountain of churned earth and stone erupts in a foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Likely backgrounds for a fire genasi include criminal, folk hero, and noble. Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything.
Good backgrounds for water genasi include hermit and sailor. Some are accompanied by the faint scent of brimstone. Your Intelligence score increases by 1. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water GenasiThe lapping of waves, the spray of sea foam on the wind, the ocean depthsall of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasis hair might float freely, swaying and waving as if underwater.
Some have voices with undertones reminiscent of whale song or trickling streams. Your Wisdom score increases by 1. Acid Resistance. You have resistance to acid damage. You can breathe air and water. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip see chapter 2. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.
GoliathAt the highest mountain peaksfar above the slopes where trees grow and where the air is thin and the frigid winds howldwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them.
Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak.
Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Driven CompetitorsEvery day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches.
A single mistake can bring doom to an entire. Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others.
Goliaths love to win, but they see defeat as a prod to improve their skills. This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle.
Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments. Fair PlayFor goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other.
Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.
This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on societys structures or rules to maintain power.
Survival of the FittestAmong goliaths, any adult who cant contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one.
Goliaths have little pity for adults who cant take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age.
Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age. Goliath NamesEvery goliath has three names: a birth name assigned by the newborns mother and father, a nickname assigned by the tribal chief, and a family or clan name.
A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery.
To a goliath, the person who is best at a job should be the one tasked with doing it. A goliaths nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individuals notable deeds. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name.
In casual conversation, they use their nickname. Goliath TraitsGoliaths share a number of traits in common with each other. Your Strength score increases by 2, and your Constitution score increases by 1.
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality. Goliaths are between 7 and 8 feet tall and weigh between and pounds.
Natural Athlete. You have proficiency in the Athletics skill. Stones Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d Add your. Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you cant use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. Youre acclimated to high altitude, including elevations above 20, feet. Youre also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Masters Guide. You can speak, read, and write Common and Giant. The spells provide various ways to harness the power of the four elements.
Your DM determines whether these spells are available at character creation, whether they are discovered in a treasure.
Spell ListsThe following spell lists show which of the new spells are for a class. A spells school of magic is noted in parentheses after its name.
If a spell can be cast as a ritual, the ritual tag also appears within the parentheses. Druid SpellsYour DM might add only a few of these spells to your druids spell list. For example, if your druid is from a coastal region, the druid might have access only to the new water-themed spells.
Abi-Dalzims Horrid Wilting8th-level necromancyCasting Time: 1 actionRange: feetComponents: V, S, M a bit of sponge Duration: InstantaneousYou draw the moisture from every creature in a foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw.
Constructs and undead arent affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Aganazzars Scorcher2nd-level evocationCasting Time: 1 actionRange: 30 feetComponents: V, S, M a red dragons scale Duration: InstantaneousA line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Beast Bond1st-level divinationCasting Time: 1 actionRange: TouchComponents: V, S, M a bit of fur wrapped in a cloth Duration: Concentration, up to 10 minutesYou establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell. Until the spell ends, the link is active while you and the beast are within line of sight of each other.
Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Bones of the Earth6th-level transmutationCasting Time: 1 actionRange: feetComponents: V, SDuration: InstantaneousYou cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet.
The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar.
A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check the creatures choice against the spells saving throw DC.
On a success, the creature is no longer restrained and must either move off the pillar or fall off it. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. Catapult1st-level transmutationCasting Time: 1 actionRange: feetComponents: SDuration: InstantaneousChoose one object weighing 1 to 5 pounds within range that isnt being worn or carried.
The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw.
On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.
When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfires space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage.
A creature must also make the saving throw when it enters the bonfires space for the first time on a turn or ends its turn there. The spells damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8. Control FlamesTransmutation cantripCasting Time: 1 actionRange: 60 feetComponents: SDuration: Instantaneous or 1 hour see below 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 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 shapessuch as the vague form of a creature, an inanimate object, or a locationto 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. Control Winds5th-level transmutationCasting Time: 1 actionRange: feetComponents: V, SDuration: Concentration, up to 1 hourYou take control of the air in a foot cube that you can see within range.
Choose one of the following effects when you cast the spell. The effect lasts for the spells duration, unless you use your action on a later. You can also use your action to temporarily halt the effect or to restart one youve halted.
A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls.
If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. You cause a sustained blast of strong wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
You cause a sustained updraft within the cube, rising upward from the cubes bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Dust Devil2nd-level conjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M a pinch of dust Duration: Concentration, up to 1 minuteChoose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spells duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isnt pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a foot-radius cloud of debris around itself that lasts until the start of your next turn.
The cloud heavily obscures its area. Earthbind2nd-level transmutationCasting Time: 1 actionRange: feetComponents: VDuration: Concentration, up to 1 minuteChoose one creature you can see within range.
Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. Each creature other than you in that area must make a Dexterity saving throw.
On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Elemental Bane4th-level transmutationCasting Time: 1 actionRange: 90 feetComponents: V, SDuration: Concentration, up to 1 minuteChoose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder.
The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type.
Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. A fountain of churned earth and stone erupts in a foot cube centered on that point. Each creature in that area must make a Dexterity saving throw.
A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away.
Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage.
The spells magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spells damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6. GustTransmutation cantripCasting Time: 1 actionRange: 30 feetComponents: V, SDuration: InstantaneousYou 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.
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 isnt 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.
Ice Knife1st-level conjurationCasting Time: 1 actionRange: 60 feetComponents: S, M a drop of water or piece of ice Duration: InstantaneousYou create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes.
The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Immolation5th-level evocationCasting Time: 1 actionRange: 90 feetComponents: VDuration: Concentration, up to 1 minuteFlames wreathe one creature you can see within range.
The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spells duration.
The burning target sheds bright light in a foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames cant be extinguished through nonmagical means.
If damage from this spell reduces a target to 0 hit points, the target is turned to ash. Investiture of Flame6th-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesFlames race across your body, shedding bright light in a foot radius and dim light for an additional 30 feet for the spells duration.
The flames dont harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have resistance to. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direc-tion you choose. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Investiture of Ice6th-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesUntil the spell ends, ice rimes your body, and you gain the following benefits: You are immune to cold damage and have resistance.
You can use your action to create a foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Investiture of Stone6th-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesUntil the spell ends, bits of rock spread across your body, and you gain the following benefits: You have resistance to bludgeoning, piercing, and.
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you cant end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Investiture of Wind6th-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesUntil the spell ends, wind whirls around you, and you gain the following benefits: Ranged weapon attacks made against you have disad-. You can use your action to create a foot cube of swirling wind centered on a point you can see within 60 feet of you. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet.
Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spells duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw.
It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range.
The hand releases a restrained target if you do either. They float in the air and orbit you for the spells duration.
When you cast the spelland as a bonus action on each of your turns thereafteryou can expend one or two of the meteors, sending them streaking toward a point or points you choose within feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. Mold EarthTransmutation cantripCasting Time: 1 actionRange: 30 feetComponents: SDuration: Instantaneous or 1 hour see below 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 instan-. This movement doesnt 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 shap-ing 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.
Primordial Ward6th-level abjurationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 1 minuteYou have resistance to acid, cold, fire, lightning, and thunder damage for the spells duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage.
If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. Pyrotechnics2nd-level transmutationCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousChoose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Thick black smoke spreads out from the target in a foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. Shape WaterTransmutation cantripCasting Time: 1 actionRange: 30 feetComponents: SDuration: Instantaneous or 1 hour see below 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.
You cause the water to form into simple shapes and animate at your direction. You change the waters color or opacity. The water must be changed in the same way throughout. You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour. Skywrite2nd-level transmutation ritual Casting Time: 1 actionRange: SightComponents: V, SDuration: Concentration, up to 1 hourYou cause up to ten words to form in a part of the sky you can see.
The words appear to be made of cloud and remain in place for the spells duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw.
A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. 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. Storm Sphere4th-level evocationCasting Time: 1 actionRange: feetComponents: V, SDuration: Concentration, up to 1 minuteA foot-radius sphere of whirling air springs into existence centered on a point you choose within range.
The sphere remains for the spells duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The spheres space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center.
Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom Perception checks made to listen. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
ThunderclapEvocation cantripCasting Time: 1 actionRange: Self 5-foot radius Components: SDuration: InstantaneousYou create a burst of thunderous sound, which can be heard feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall.
On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isnt knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Transmute Rock5th-level transmutationCasting Time: 1 actionRange: feetComponents: V, S, M clay and water Duration: InstantaneousYou choose an area of stone or mud that you can see that fits within a foot cube and that is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spells duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it.
Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spells duration.
Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check DC 20 or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space. Vitriolic Sphere4th-level evocationCasting Time: 1 actionRange: feetComponents: V, S, M a drop of giant slug bile Duration: InstantaneousYou point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a foot radius.
On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. Wall of Sand3rd-level evocationCasting Time: 1 actionRange: 90 feetComponents: V, S, M a handful of sand Duration: Concentration, up to 10 minutesYou conjure up a wall of swirling sand on the ground at a point you can see within range.
You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there. Wall of Water3rd-level evocationCasting Time: 1 actionRange: 60 feetComponents: V, S, M a drop of water Duration: Concentration, up to 10 minutesYou conjure up a wall of water on the ground at a point you can see within range.
You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The walls space is difficult terrain. Any ranged weapon attack that enters the walls space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target.
Spells that deal cold damage that pass through the wall cause the area of the wall they pass. Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it.
When a section is destroyed, the walls water doesnt fill it. Warding Wind2nd-level evocationCasting Time: 1 actionRange: SelfComponents: VDuration: Concentration, up to 10 minutesA strong wind 20 miles per hour blows around you in a foot radius and moves with you, remaining centered on you. The wind lasts for the spells duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are.
It hedges out vapor, gas, and fog that can be dispersed. Watery Sphere4th-level conjurationCasting Time: 1 actionRange: 90 feetComponents: V, S, M a droplet of water Duration: Concentration, up to 1 minuteYou conjure up a sphere of water with a foot radius on a point you can see within range.
The sphere can hover in the air, but no more than 10 feet off the ground. Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically.
On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground.
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WebPlayer's Companion - Elemental Evil. Player's Companion - Elemental Evil. Player's Companion - Elemental Evil. Player's Companion - Elemental Evil. Zoom In. . Web5e Elemental Evil Player�s Companion Free download: DnD Posted by u/LordDraekan DM 7 years ago 5e Elemental Evil Player�s Companion Free . WebDnD/5e/Books/D&D 5E - Elemental Evil Player's saadpcsoftware.com Go to file. Cannot retrieve contributors at this time. MB. Download.