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Elemental Convergence in Dungeons & Dragons 2024 (D&D)

Wrath of the Lich King D&D 5e Campaign

Elemental Convergence

9TH TRANSMUTATION

Casting Time: 1 bonus action

Range/Area: Self

Components: V, S

Duration: Concentration, up to 1 minute

Description: You call to earth, fire, water, and air simultaneously and, for a brief time, all four answer you.   When you cast this spell and at the start of each of your turns for the duration, choose one of the following elemental manifestations.   You cannot choose the same element on consecutive turns.   Earth — Unbreakable Ground   Choose yourself and up to three willing creatures within 60 feet.   Until the start of your next turn, each chosen creature:   Has resistance to bludgeoning, piercing, and slashing damage.   Cannot be knocked prone.   Cannot be forcibly moved against its will.   Has advantage on Strength and Constitution saving throws.   Additionally, the ground within 15 feet of each chosen creature becomes difficult terrain for hostile creatures.   Fire — Consuming Flame   Choose one creature you can see within 60 feet.   The target must make a Dexterity saving throw.   On a failed save, it takes:   6d10 Fire damage   On a successful save, it takes half as much damage.   On a failed save, the creature also ignites until the start of your next turn.   While burning:   It cannot benefit from invisibility.   The first time it deals damage before the effect ends, it takes an additional 2d10 Fire damage.   Water — Tides of Renewal   Choose up to:   three living creatures   within 60 feet.   Each target regains:   4d8 + your Wisdom modifier hit points   You may also end one of the following conditions on each target:   Blinded   Charmed   Deafened   Frightened   Paralyzed   Poisoned   This healing has no effect on Constructs.   Air — Storm Unbound   Choose up to three creatures you can see within 60 feet.   Each target must make a Dexterity saving throw.   On a failed save, it takes:   4d10 Lightning damage   and you may move it up to:   20 feet   in any horizontal direction.   On a successful save, it takes half as much damage and is not moved.   Until the start of your next turn, creatures that fail this save also:   cannot take reactions

Available For: Shaman

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