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Hit Points

Hit Die: D6

Hp: 6 + con

Hp increase: 1d6 (or 4) + Con mod

Proficiencies
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Saving throws: Intelligence, wisdom

Skills: Arcana, Insight

Equipment
Dagger

Arcane Focus

Spells
Level Name Ability
1 Minor Control Water- Ability to shape and manipulate small parts of
water. Must be pre-existing.

Air- Able to create small currents and gusts. Unable to


move people but can shift projectiles.

Earth- Unable to shape and manipulate but can call


earth towards a targeted area.

Fire- Can create small flames (Torch/candle size). Can


heat small objects and food.
6 Major Water- Ability to extend the reach of water, seemingly
creating more water out of pre-existing water. Can use
a spell slot to create a health potion effect from the
water.

Air- Able to push objects and move things almost like


telekinesis. Must be non-living and not exceed your
carry capacity.

Earth- Able to create small fissures and half cover. Can


expend a spell slot to create full cover.

Fire- Able to create bonfire size flames. Can heat


weapons but not armour. Flames can be manipulated
to change direction or expand.
11 Massive Water- can create water out of anything that might
contain it. Can turn water into ice after being placed.

Air- Able to push people 5-10 feet back upon failing con
save. Can create small tornadoes that can completely
disrupt projectiles and people walking through its
space.

Earth-Can create full cover and form boulder size


constructs out of the earth around you. Can dig tunnels
1 large being wide. Shape earth.

Fire- heat weapons, armour and objects. Can create a


flare effect, blinding enemies. Can extinguish flames
perfectly. Can expend spell slot to create magma.
16 Perfect Water- Can freeze any water source. Gain’s ability to
puppeteer enemies by controlling the water in their
bodies. Can expend spell slot to create tsunami style
wave that knocks enemies down in a 30 ft wide line, 15
ft long.

Air- Can create an updraft so strong you can lift


enemies (equal to your Int mod) into the air for 1 turn
of combat creating advantage for allies. After the turn
is over you can expend 1 spell slot to keep them
suspended or allow them to fall causing 1d4 fall dmg.

Earth- Can mould and create constructs made of pure


earth. These can be used for offense or defence. They
react like normal large sized allies and can be used and
transformed into cover, defensive armour for your
team or even for shelter and passageways.

Fire- Can manipulate fire to engulf weapons and


armour of allies to create a self-attacking defence
system. Flames can be manipulated to create weapons
and armour of pure flame. Projectiles can be
immediately enchanted to add 1d6 fire dmg.
Defensive reaction Water- Create a whirlpool around a willing ally moving
them 5 ft in any direction to dodge an attack.

Air- Move a projectile and change its direction to


anywhere within 5-10 ft of the intended target.

Earth- Create a pillar of earth to shoot up and block a


melee attack from any attacker.

Fire- Cause an illusory effect that causes a minor


explosion that knocks back any melee attacker.
Buff reaction Water- Create two plates of water torrents under
someone’s feet, doubling their movement for that turn
and allowing them to float up to half their movement.
Air- Create a blast of wind to empower a projectile or
ranged attack, giving the attacker an additional 1d4 (1 st
level), d6 (2nd level), etc.

Earth- Create floating earth armour around an ally


giving them an additional +1 to their AC for each spell
slot used.

Fire- create a torrent of flames around a melee weapon


causing an additional 1d4 increasing fire dmg for each
spell slot.
De-buff reaction Water- Cause an enemy to lose their movement for the
turn.

Air- Create a gust of wind so strong it pushes an enemy


back 10 ft and if failed con save cause them to become
prone.

Earth- Create a hand, made of pure earth, grappling an


enemy, on failed dex save enemy is restrained.

Fire- Heat a weapon causing the user to drop it.


2, 4, 8, Elemental Combination (Air + Fire) Thunder-
12, 14, 16 (Air + Water) Ice-
(Air + Earth) Construct-
(Earth + Fire) Magma-
(Earth + Water) Nature-
(Fire + Water) Arcane-

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