Otherworldly Patron - Shaman of the Elements

Many warlocks form pacts with individual creatures - a vampire, a solar, a pit fiend, or a specific sentient weapon, which becomes their patron. Shamans of the Elements form pacts not with individuals, but with the very nature of the elements themselves on a primordial level. All of the elements are their patron, and in so doing they are a servant to all the elements, working to maintain a balance between the physical and the spiritual.


In this ways shaman are akin to druids, though while druids focus their efforts on nature, shaman focus it on the elements. As such shamans and druids often find kinship with one another, even if they do not follow identical paths.


Shamans do not demand power from the elements, but rather bargain for it, with the elements investing a portion of their own strength into the shaman to carry out their will. When Shamans come together, they form groups called Communions, and often end up working in close relation to druidic circles.


The most famous Communion of Shamans is the Earthen Ring. While primarily made up of the races of the Horde, it accepts all shamans who will dedicate themselves to preserving the elemental balance. Many smaller Communions exist, usually made up of a dozen or so Shamans at once, and they often either settle around places of particular elemental power or travel nomadic lifestyles together, moving from place to place and responding to problems as they occur.


When a shaman settles down they often become pillars of local communities, spiritual guides to some as a local church priest might be. Most Shamans dedicate themselves to all elements equally, though some favour one or two over the others. This isn't looked down upon in Shamanic circles, but rather viewed as a natural representation of one's individuality being expressed in their approach to Shamanism.

Alternate Class Skills

Replaces Warlock Class Skills


Skills: Choose two from: Arcana, Insight, Medicine, Nature, Religion, Survival.

Alternate Spellcasting Ability

Replaces Spellcasting Ability


Unlike most warlocks, a Shaman of the Elements taps into their patron's power using their awareness of and connection to the world around them. Wisdom is their spellcasting ability, instead of Charisma. 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 warlock 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

You use Wisdom instead of Charisma with regards to multiclassing in or out of this class.

Alternate Spell List

Replaces Warlock spell list


Shamans have access to a different spell list to warlocks, which is included at the end of this subclass' description. Instead of choosing spells from the warlock spell list when you gain new spells known, you choose them from the shaman spell list.

Lightning Shock

The most basic ability of a shaman, one granted to all who take up the path, is that of the lightning shock - a more basic version of the lightning bolt. As an action you can make a ranged spell attack with a range of 120'. If it hits, it deals 1d10 Lightning damage. This ability creates more than one bolts when you reach higher levels in this class: two bolts at 5th Level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Totem Call

One of the most basic manifestations of the elements' power is channelling them through specially carved totems. At 1st, 6th, 11th and 16th level you learn four totems of your choice - one of each element - from the list included at the end of this class description. As a bonus action on your turn you can summon a totem at a point on the ground within 30ft of you. A totem lasts for 1 minute once summoned (unless specified otherwise in its description), has an AC of 13 + your wisdom modifier and health equal to your warlock level. They take no damage from area of effect abilities or effects, and must be targeted with an attack or spell directly in order to take damage. You may only have one totem of each element active at the same time.

You may call a totem a number of times equal to 1/3rd your warlock level (rounded up), refreshing on a short rest. Some totems have specific Dedication requirements, and you cannot learn them unless you are of the appropriate shamanic dedication.

Shamanic Dedication

Replaces Pact Boons

Unlike Pact Boons for normal warlocks, a shaman's dedication decided at 3rd level influences further subclass features, drastically shifting their playstyle and direction. Once you have chosen your dedication, this cannot be changed without significant training during downtime.


Enhancement Dedication. Shamans who dedicate themselves to the path of enhancement are the most martially inclined, and have a focus on enchanting both their own weapons and those of their allies. When you take this dedication you gain your choice of two of the following invocations: Windfury, Flametongue, Rockbiter, and Frostbrand. You also gain proficiency with martial weapons and heavy armour. Furthermore, you can use two weapon fighting with any one-handed weapons, not just Light weapons.


Elemental Dedication. Elemental Shamans bring forth the full power of the elements in their rawest form to destroy their enemies. These shaman usually focus on lightning and fire spells. You gain you gain your choice of two of the following invocations: Earth Shock, Flame Shock, Wind Shock, and Frost Shock invocations. You also gain proficiency with shields.


Restoration Dedication. Restoration shamans are those who give themselves over to healing and protecting others. You gain you gain your choice of two of the following invocations: Water Shield, Riptide, Earth Shield, and Ancestral Awakening invocations. You also gain proficiency with medium armour and shields.

Enhanced Shock

Lightning Shock is the cornerstone of a Shaman's abilities, and at 6th level they learn additional ways to use it to bring the element's might to bear, depending on their Dedication.


Enhancement Dedication. You gain the Stormstrike ability: You can attack twice instead of once when you take the Attack action. Moreover, once per turn when you take the attack action and hit, you can enhance it with your Lightning Shock ability. If the attack hits, it deals normal weapon damage plus it treats all your Lightning Shock bolts as hitting. You cannot enhance your Lightning Shock with an Elemental Shock or the Static Discharge invocation when it is used in this way.


Elemental Dedication. You gain the Echo of the Elements ability: When you use your Lightning Shock ability, roll a d6. On a 6, you can use it again, but any damage it deals is reduced by half.


Restoration Dedication. You gain the Ancestral Guidance Ability: Once per turn when you deal damage with Lightning Shock, you can choose to heal a creature within 10' of you or your target 1d6 + Your Wisdom Modifier hit points. You can do this a number of times equal to your proficiency bonus, refreshing on a short rest.

Ancestral Form


At 10th level the shaman learns to adopt an animal form as a bonus action that reflects both their own persona and connections and their ancestral connection. Perhaps owing to shamanic origins, one of the most common forms is that of a ghostly wolf, but other animals have been seen, including goats, hyenas, lions, cats, snakes, and frogs. Regardless of form your size is always Medium, and appears as the animal would a slightly transparent, spectral appearance. You choose your shape when you first gain this ability, and this is usually the shape that you will keep throughout your life, though since it is a reflection of your inner self, this isn't necessarily the case. Any equipment you are wearing functions as normal, merging with your Ancestral Form.


While shapeshifted into your Ancestral Form you lose any additional forms of movement, but your walking speed is increased by 30ft. Your statistics otherwise remain the same. You cannot attack, cast spells, call totems or use your Lightning Shock ability while in your Ancestral form, but you can talk as normal. You can still concentrate on spells. You can change back from your Ancestral Form by spending a bonus action.


In addition, you gain additional bonuses based upon your shamanic dedication.

Enhancement Dedication. While in Ancestral Form, if you haven't yet moved on your turn you can expend all of your movement on your turn to leap directly to a hostile creature within 60ft that you have a path to, without provoking opportunity attacks. You then shift out of Ancestral Form. If you then make an Attack against the creature in the same turn, you have advantage on the first attack you make.


Elemental Dedication. When you shift into Ancestral Form you can choose to unleash a surge of lightning power. Hostile creatures within a 10' radius of you must succeed on a strength saving throw or take 2d6 lightning and 2d6 thunder damage and be knocked back 20' away from you. On a successful save they take half damage, and are only knocked back 10'. This thundershock can only be used once, refreshing on a short rest. From 14th level it can occur twice per short rest.


Restoration Dedication. While in Ancestral Form, your Concentration is immaculate, and cannot be broken by taking damage. It can still be broken by conditions however.

Summoning Totem

At 14th level as a shaman you learn how to create an ultimate totem that summons an element to aid you, which can be done once per long rest. These totems are still summoned as bonus actions and are still subject to the same limitations regarding totemic elements, but their health pool is increased to three times your warlock level and they have an AC of 15 + your Wisdom Modifier. An ultimate totem lasts for 1 minute, but the form it takes is dependenat on your Dedication. Summoned elementals act on your initiative and you can command them verbally at no action. Though they do not require Concentration, attempting to manipulate multiple summons at once is too much, and you cannot use a Summoning Totem while you have another creature summoned at the same time.


Enhancement Dedication. An Enhancement shaman calls forth an Earth Elemental, which has the following statistics:


Earth Elemental

Large Elemental


  • Armor Class 18
  • Hit Points 100
  • Speed 40ft., burrow (40ft.)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (0) 16 (+3)

  • Damage Resistances: piercing and slashing
  • Damage Immunities: Poison
  • Condition Immunities exhaustion, frightened, paralyzed, petrified, petrified, poisoned, unconscious
  • Senses Darkvision 60', passive Perception 10
  • Languages Primordial, one language you speak
  • Proficiency bonus: equals your bonus

Challenging Pulse. At the end of each of the earth elemental's turns it sends out a threatening pulse. Enemy creatures within a 15' radius must succeed on a wisdom saving throw vs. DC16. If they fail, they must spend their next turn moving to the Earth Elemental and taking the attack action against it.

Stony Body. Bludgeoning, slashing, and piercing damage taken by the earth elemental is reduced by 3.


Actions

Slam. Melee Weapon Attack: your spell attack bonus to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.


Elemental Dedication. An Elemental shaman calls forth a Fire Elemental, which has the following statistics:


Fire Elemental

Large Elemental


  • Armor Class 16
  • Hit Points 80
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (0) 16 (+3)

  • Damage Immunities: Fire, Poison
  • Condition Immunities exhaustion, frightened, paralyzed, petrified, petrified, poisoned, unconscious
  • Senses Darkvision 60', passive Perception 10
  • Languages Primordial, one language you speak
  • Proficiency bonus: equals your bonus

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Fiery Body. Any creature that strikes you with a melee attack takes 1d10 fire damage.

Actions

Multiattack. The Fire Elemental can use two Fire Blasts.

Fire Blast. Ranged Spell Attack: your spell attack bonus to hit, 30ft. range, one target. Hit: 9 (2d6 + 3) fire damage.


Restoration Dedication. A Restoration shaman calls forth a Water Elemental, which has the following statistics:.


Water Elemental

Large Elemental


  • Armor Class 17
  • Hit Points 90
  • Speed 40ft., swim (40ft.)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (0) 16 (+3)

  • Damage Resistances: acid
  • Damage Immunities: Poison
  • Condition Immunities exhaustion, frightened, paralyzed, petrified, petrified, poisoned, unconscious
  • Senses Darkvision 60', passive Perception 10
  • Languages Primordial, one language you speak
  • Proficiency bonus: equals your bonus

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. Hit: 13 (1d6 + 4) cold damage. Creatures hit by this slam have their movement speeds reduce by 15' until the end of their next turn. This effect does not stack.

Frost Nova (Recharge 5-6). The elemental unleashes a wave of frosty air. All creatures within 15' of it must make a dexterity saving throw (DC16) or be restrained until the end of their next turn.

Call of the Elements

At 14th level you learn how to summon a swath of basic totems with a single bonus action. Choose a point within 45'. Four totems that you choose from those that you know - one of each element - are summoned on the four corners of a 15' square centered on the point. If you had any other totems active, including Summoning totems, they are instantly destroyed to make way for the Call of the Elements. These four totems otherwise act as they would if they had been summoned individually.

Call of the Elements can be used once, refreshing on a long rest.

Rebirth

The elements sustain you. From 14th level when you are brought to 0 hit points, you immediately regain hit points equal to half your maximum. You still fall unconscious first, and thus fall prone and lose concentration on any spells you were concentrating on. Once used, a week must pass before you can use Rebirth again.

Totems

Air Totems


Capacitor Totem

This totem crackles with electricity. If it survives until the end of your following turn it discharges stunning jolts of power. Any creatures within a 10' radius must make a Constitution save against your spell save DC or be stunned until the end of your turn after that.

Grounding Totem

(Requires Restoration Dedication)

The winds surrounding this totem all point towards the totem itself. When a friendly creature is targeted by a hostile spell while within this totem's 15' radius, the spell's target is changed to the totem. Even if the spell did no damage, the totem then fizzles out, its magic expended.

Nature Resistance Totem

Like a warm summer's day these winds bring peace to those within. Friendly creatures within the 15' radius of the totem gain Poison and Thunder resistance.

Wind Rush Totem

The buffeting winds of this totem push you and your allies to greater speeds. While a friendly creature is within the totem's 10' radius they can use the Dash action once at no action cost on that turn.

Windfury Totem

(Requires Enhancement Dedication)

Fast winds surround your weapons, granting them enhanced speed. Friendly creatures who enter the totem's 10' radius or start their turn their gain the Windfury enhancement on their weapons until the end of their current turn.

Wrath of Air Totem

(Requires Elemental Dedication)

This totem courses with angry winds. While any friendly creatures are stood within its 10' radius they can cast any spells from a 1st level spell slot with a casting time of 1 action as bonus actions. When you reach level 11 in this class, it also includes spells from a 2nd level spell slot.

Earth Totems

Earthbind Totem

This totem sends out regular waves, churning the ground but letting your allies pass unabated. Enemy creatures treat the area within the totem's 15' radius as difficult terrain for so long as the totem remains.

Earthen Wall Totem

The strength of the earth grants you added resilience. Friendly creatures who start their turn within the totem's 10' radius gain temporary HP equal to your Wisdom modifier. This lasts only so long as they remain within the radius, and all the temporary hit points are removed if the totem is destroyed.

Earthgrab Totem

This totem sends roots deep into the ground which rise up to entangle your enemies. At the end of your turn all enemy creatures within a 10' radius of the totem must make a strength saving throw against your spell save DC or be Restrained by the totem until the start of your next turn. If the totem is destroyed, it ends the effect early on all creatures.

Stoneclaw Totem

This totem's earthpulse illicits anger within those who come near it. Enemy creatures who enter into its 10' radius or who start their turn there must make a Wisdom saving throw against your spell save DC or be forced to use their movement/action on moving to the totem and attacking it until it is destroyed.

Stoneskin Totem

(Requires Enhancement Dedication)

The strength of stone guards you. Friendly creatures within this totem's 10' radius have +1 to their armour class.

Tremor Totem

(Requirese Elemental Dedication)

The shakes from this totem rouse creatures who fear for their lives. If a friendly creature ends their turn within the 20' radius of this totem while afflicted by the Frightened condition, they may make an additional saving throw with advantage to end the effet on them.

Fire Totems

Fire Nova Totem

Fire bursts through in constant waves from this totem. At the end of each of your turns while it is active a wave of flame washes out from it. All creatures within a 10' radius of the totem must make a dexterity saving throw against your spell save DC or take 1d8 fire damage, or half as much on a successful save. From 11th level in this class the damage increases to 2d8.

Flametongue Totem

(Requires Enhancement Dedication)

Flames lick up around your weapons, threatening to deal yet more damage. Friendly creatures who enter the totem's 10' radius or start their turn their gain the Flametongue enhancement on their weapons until the end of their current turn.

Frost Resistance Totem

Fire enters the hearts of all friendly creatures within this totem's 15' radius. While in the area, they gain cold and necrotic resistance.

Searing Totem

(Requires Elemental Dedication)

This totem spits flame against your enemies. Once per turn at no action cost you can direct your totem to target a creature within 30' of the totem. It makes an attack using your spell attack roll, and if it hits it deals 1d8 fire damage. From 11th level in this class you also add your Wisdom modifier to the damage roll.

Skyfury Totem

Flames fill your body with seething anger - anger to hurt. When a friendly creature within this totem's 10' radius critically strikes, add an additional damage of dice to the damage. From 11th level in this class, this increases to two additional dice.

Totem of Wrath

In each creature's heart is the desire to end an enemy, and this totem brings it forth. Friendly creatures within the totem's 10' radius critically strike on an attack roll of 19 or 20.

Water Totems

Ancestral Protection Totem

(Requires Restoration Dedication)

This totem is filled with primordial life. If an ally is reduced to 0hp while within the totem's 20' radius, they instantly gain hit points equal to half their maximum, without falling unconscious. The totem's effect then ends and it vanishes.

Cleansing Totem

This totem brings balance to nature's flow, removing impurities. A friendly creature that is Poisoned or Diseased and ends its turn within the 10' radius of the totem can make an additional saving throw against the original save DC, with advantage, to end the effect early.

Fire Resistance Totem

As fire burns, so does water soothe. Friendly creatures within this totem's 15' radius gain fire and lightning resistance.

Healing Stream

Precious water of life streams forth from this totem. When a friendly creature ends its turn within the totem's 10' radius, they regain hit points equal to your Wisdom modifier. This totem only lasts for 1d4+2 rounds.

Mana Tide Totem

(Requires Restoration Dedication)

The water that surges within this totem is filled with magic. At the start of your next turn, any friendly spellcaster other than yourself within the 10' radius regains spell slots of a combined level equal to your Wisdom modifier, but none of the slots can be 5th level or higher. A character can only benefit from the Mana Tide Totem once per long rest. Once the totem has delivered these spell slots, it vanishes.

Tranquil Mind Totem

This totem soothes the mind and soul. Friendly creatures within the totem's 10' radius gain a bonus to concentration saves equal to half your Wisdom modifier (rounded up).

Shamanic Invocations

Shamanic invocations are intended to be used alongside and in addition to warlock invocations. Your shamanic dedication will offer you a number of invocations when you first take it up, bypassing normal level restrictions that may be listed for these.

Ancestral Awakening

Prerequisite: 9th level or Restoration Dedication. Whenever you heal a creature with your Riptide, Ancestral Guidance, or a spell that restores hit points roll a d20. On a 20, you critically heal, and roll any associated dice twice.

Bind Elemental

Once per long rest you may cast Hold Person, but instead of targeting humanoids you can instead target only Elemental type creatures. Once you have used this once, you can expend a warlock spell slot to use it again.

Bloodlust

Prerequisite: 15th level.

As an action you ignite the flames of bloodlust in you and your ally's heart. You can choose a number of friendly creatures equal to your proficiency bonus within 60'. They are all affected by the Haste spell, which you must concentrate on. Unlike when the Haste spell usually ends, your allies are not affected by the lethargy when the effect is broken - only you are, even if you did not cast it on yourself.

Bloodlust can be used once per long rest.

Earth Shield

Prerequisite: 9th level or Restoration Dedication.

As an action you place a shield of earth around a friendly creature you can see within 60'. It has 9 charges. Whenever the creature takes damage the shield expends one charge and heals them for 1d4 hit points. Earth Shield lasts for 1 hour.

You cannot have Earth Shield active on yourself at the same time as Lightning Shield or Water Shield, but you can have it active on another creature. You may only have one Earth Shield active at a time.

Earth Shock

Prerequisite: 9th level or Elemental Dedication.

When you use your Lightning Shock ability you can choose to turn it into a Earth Shock. Its damage type changes to Magical Bludgeoning and the damage dice increase to 1d12. Once per turn when you hit a creature with your Earth Shock, you can choose to knock them back 10ft from you in a straight line.

Flame Shock

Prerequisite: 9th level or Elemental Dedication.

When you use your Lightning Shock ability you can choose to turn it into a Flame Shock. Its damage type changes to Fire. Once per turn when you hit a creature with your Flame Shock, you can choose to burn them. They take an additional 1d6 fire damage at the end of their next turn.

Flametongue

Prerequisite: 9th level or Enhancement Dedication.

As an action you can imbue a weapon you are carrying with the power of Flametongue for 1 hour. A weapon can only have one such imbue at a time. So long as it is imbued, it is treated as magical for the purposes of overcoming damage resistance and immunities. The first successful attack you make each turn with a Flametongue weapon deals an additional 1d4 Fire damage.

Frost Shock

Prerequisite: 9th level or Elemental Dedication.

When you use your Lightning Shock ability you can choose to turn it into a Frost Shock. Its damage type changes to Cold. Once per turn when you hit a creature with your Frost Shock, you can choose to have the creature's movement speeds speed reduced by 10ft until the end of their next turn.

Frostbrand

Prerequisite: 9th level or Enhancement Dedication.

As an action you can imbue a weapon you are carrying with the power of Frostbrand for 1 hour. A weapon can only have one such imbue at a time. So long as it is imbued, it is treated as magical for the purposes of overcoming damage resistance and immunities. When you hit with a Frostbrand weapon the target creature has their movement speeds reduced by half until the end of their next turn.

Lightning Shield

You can use your action to surround yourself with visible crackling lightning energy for 1 hour. Whenever a creature strikes you with a melee attack, they take 1d4 lightning damage. From 11th level in thi class the damage increases to 1d8.

Riptide

Prerequisite: 9th level or Restoration Dedication.

When you gain this invocation you have a pool of d6s equal to your shaman level that you spend to fuel your healing waters. As an action you can expend a number of d6s up to half your shaman level (rounded up). Roll the dice you spend, add them together, and restore a number of hit points equal to the total rolled to a creature you choose within 60'.

You regain all expended dice when you finish a long rest.

Rockbiter

Prerequisite: 9th level or Enhancement Dedication.

As an action you can imbue a weapon you are carrying with the power of Rockbiter for 1 hour. A weapon can only have one such imbue at a time. So long as it is imbued, it is treated as magical for the purposes of overcoming damage resistance and immunities. When you attack with a Rockbiter imbued weapon the damage dice for the weapon is increased by 1 step - a d8 weapon becomes a d10 weapon. A weapon that has either a d12 or a 2d6 weapon dice instead rolls 2d8 for their damage.

Shamanic Hex

Prerequisite: 7th level.

As an action you may cast Polymorph, but only targeting enemy creatures. If they fail the save, you turn them into a toad. You can use this once per long rest. Once you have used this once, you can expend a warlock spell slot to use it again.

Prerequisite: 12th level.

As an action you can forge a mystical connection between yourself and up to three other willing creatures. Whenever one of the linked creatures takes damage, the damage is split evenly between all those linked, before calculating any damage reductions or resistances. You must concentrate on this link as if it were a spell, but damage taken via the link does not provoke concentration saves - only the initial creature targeted has to make a concentration save (if they are concentrating on a spell or effect). This lasts for 1 minute.

You can use this once per long rest. Once you have used this once, you can expend a warlock spell slot to use it again.

Static Discharge

When you use your Lightning Shock ability, add your Wisdom modifier to the damage it deals on a hit.

Totemic Reflection

As an action you may choose a currently active basic totem that you created and create a copy of it in another unoccupied space within 45ft. of the original. This bypasses the usual restriction on totems of a single element existing at the same time. You can do this once per short rest.

Water Shield

Prerequisite: 9th level or Restoration Dedication.

You can use your action to surround yourself with a shield of water for 1 hour, which has 3 charges. When you take damage from a weapon attack a charge is expended, and on your next turn one spell with a casting time of 1 action can instead be cast as a bonus action.

You cannot have Water Shield active on yourself at the same time as Earth Shield or Lightning Shield.

Wind Shock

Prerequisite: 9th level or Elemental Dedication.

When you use your Lightning Shock ability you can choose to turn it into a Wind Shock. Its damage type changes to Thunder. Once per turn when you hit a creature with your Wind Shock, you can choose to make the Concentration saving throw DC 10+1d10, instead of the normal damage calculation. If the target fails the Concentration save they cannot cast a spell from the same spell school as the spell they lost concentration on until the end of their next turn.

Windfury

Prerequisite: 9th level or Enhancement Dedication.

As an action you can imbue a weapon you are carrying with the power of Windfury for 1 hour. A weapon can only have one such imbue at a time. So long as it is imbued, it is treated as magical for the purposes of overcoming damage resistance and immunities. When you attack with a Windfury imbued weapon roll a d6. On a 6, you can make another attack. If this additional attack hits it only deals half damage. Windfury attacks can repeat on themselves, such that you can hit 3 or more times from a single initial attack.

Shaman Spell List

Cantrips

  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Fire Bolt
  • Frostbite
  • Green Flame Blade
  • Lightning Lure
  • Mold Earth
  • Produce Flame
  • Shape Water
  • Shillelagh
  • Shocking Grasp
  • Spare the Dying
  • Thunderclap
1st Level

  • Absorb Elements
  • Burning Hands
  • Ceremony
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Poison and Disease
  • Earth Tremor
  • Fog Cloud
  • Frost Fingers
  • Healing Word
  • Heroism
  • Ice Knife
  • Identify
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Thunderwave
  • Zephyr Strike
2nd Level

  • Augury
  • Continual Flame
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Flame Blade
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Lesser Restoration
  • Magic Weapon
  • Maximillian's Earthen Grasp
  • Misty Step
  • Protection from Poison
  • Pyrotechnics
  • Rime's Binding Ice
  • Scorching Ray
  • Skywrite
  • Snilloc's Snowball Storm
  • Spike Growth
  • Warding Wind
3rd Level

  • Ashardalon's Stride
  • Call Lightning
  • Clairvoyance
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Bolt
  • Mass Healing Word
  • Meld into Stone
  • Melf's Minute Meteors
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Revifify
  • Sending
  • Sleet Storm
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level

  • Aura of Purity
  • Banishment
  • Conjure Minor Elementals
  • Control Water
  • Death Ward
  • Divination
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Ice Storm
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere
5th Level

  • Awaken
  • Cloudkill
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Control Winds
  • Dispel Evil and Good
  • Flame Strike
  • Greater Restoration
  • Hallow
  • Immolation
  • Legend Lore
  • Maelstrom
  • Mass Cure Wounds
  • Passwall
  • Reincarnate
  • Scrying
  • Steel Wind Strike
  • Transmute Rock
  • Wall of Stone
  • Wrath of Nature
6th Level

  • Bones of the Earth
  • Chain Lightning
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Heal
  • Heroes' Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Otiluke's Freezing Sphere
  • Planar Ally
  • Primordial Ward
  • True Seeing
  • Wall of Ice
  • Wind Walk
  • Word of Recall
7th Level

  • Dream of the Blue Veil
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Whirlwind
8th Level

  • Abi-Dalzim's Horrid Wilting
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Telepathy
  • Tsunami
9th Level

  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Mass Polymorph
  • Meteor Swarm
  • Storm of Vengeance
  • True Resurrection