TEXT: Create heroic characters possessing elemental power from this supplement  
  for the world’s greatest roleplaying game
  PLAYER’S COMPANION
  
  Credits
  Sasquatch Game Studio
  Designers: Richard Baker, Robert J. Schwalb, Stephen Schubert
  Editors: David Noonan, Stacy Janssen
  Interior Illustrators: Mark Behm, Eric Belisle, Noah Bradley, 
  Anna Christenson, Emrah Elmasli, Klaus Pillon, Claudio 
  Pozas, Lee Smith
  Wizards of the Coast
  D&D Lead Designers: Mike Mearls, Jeremy Crawford
  Managing Editor: Jeremy Crawford
  Additional Design: Rodney Thompson, Peter Lee, Matt Sernett
  Producer: Greg Bilsland
  Art Directors: Kate Irwin, Shauna Narciso
  Cover Illustrator: Raymond Swanland
  Graphic Designers: Emi Tanji, Matthew Stevens
  Proofreading: Jennifer Clarke Wilkes
  Project Management: Neil Shinkle, John Hay
  Production Services: Cynda Callaway, Jefferson Dunlap, 
  David Gershman
  Brand and Marketing: Nathan Stewart, Liz Schuh, 
  Chris Lindsay, Shelly Mazzanoble, Hilary Ross, John Feil, 
  Laura Tommervik, Kim Lundstrom, Trevor Kidd
  Playtesters: Teos Abadia, Robert Alaniz, Rory Alexander, Jay 
  Anderson, Paul Baalham, Stacy Bermes, Joseph Bloch, 
  carlo bosticco, Ken Breese, Tim Eagon, Pierce Gaithe, 
  Richard Green, T. E. Hendrix, Sterling Hershey, Paul Hughes 
  Matthew Jording, Yan Lacharité, Shane Leahy, Ryan Leary, 
  Jonathan Longstaff, Jon Machnicz, Farrell Madden, Matt 
  Maranda, Paul Melamed, Shawn MerwinLou Michelli, Rob 
  Mickunas, Mike Mihalas, John Proudfoot, Rob Quillen II, Karl 
  Resch, Sam Sherry, Sam E Simpson Jr, Pieter Sleijpen
  640Z3276001 EN 
  Published March 2015
  Disclaimer: For safe utilization of elemental magic, remember the following guidelines. You can drink water but not fire. You can breathe air but not earth. You can walk on earth but not on 
  water (unless you have the right pair of boots or spell). You can do a lot of things with fire, but almost all of them are bad ideas. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Elemental Evil, the dragon ampersand, Princes of the Apocalypse, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction 
  or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  Sasquatch Game Studio and the Sasquatch Game Studio logo are trademarks of Sasquatch Game Studio LLC.
  MADE IN U.S.A. ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.  
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  Table of Contents
   Chapter 1: Races .......................................................3
   
  Aarakocra ..........................................................................3
   
  Deep Gnome .....................................................................5
   
  Genasi.................................................................................7
   
  Goliath ..............................................................................10
   Chapter 2: Spells ....................................................12
   
  Spell Lists ........................................................................12
   
  Spell Descriptions .........................................................15
  Preface
  In the adventure Princes of the Apocalypse, the cosmic 
  threat of Elemental Evil reaches the Forgotten Realms. 
  This supplement provides new options for player 
  characters in that epic campaign. If your Dungeon 
  Master allows, these options can be used in other 
  campaigns as well.
   The genasi in chapter 1 and all of the spells in chapter 
  2 appear in the appendices of Princes of the Apocalypse.
  ON THE COVER
  Unleashing his eldritch 
  might, the Harper wizard 
  Zelraun Roaringhorn stands 
  fast against the cataclysmic 
  might of the Air Prophet 
  Aerisi Kalinoth and the 
  Cult of Howling Hatred, 
  in this scene illustrated by 
  Raymond Swanland.
  
  3
  Chapter 1 | Races
  his chapter presents three new 
  races to supplement those in the Player’s 
  Handbook: aarakocra, genasi, and 
  goliaths. A gnome subrace—the deep 
  gnome—is also included. These new 
  options are available when you make a 
  character, provided that your DM allows 
  them in your campaign.
  Aarakocra
  Sequestered in high mountains atop tall trees, the 
  aarakocra, sometimes called birdfolk, evoke fear and 
  wonder. Many aarakocra aren’t even native to the 
  Material Plane. They hail from a world beyond—from 
  the boundless vistas of the Elemental Plane of Air. 
  They are immigrants, refugees, scouts, and explorers, 
  their outposts functioning as footholds in a world both 
  strange and alien.
  Beak and Feather
  From below, aarakocra look much like large birds. 
  Only when they descend to roost on a branch or walk 
  across the ground does their humanoid appearance 
  reveal itself. Standing upright, aarakocra might reach 
  5 feet tall, and they have long, narrow legs that taper to 
  sharp talons.
   Feathers cover their bodies. Their plumage typically 
  denotes membership in a tribe. Males are brightly 
  colored, with feathers of red, orange, or yellow. Females 
  have more subdued colors, usually brown or gray. Their 
  heads complete the avian appearance, being something 
  like a parrot or eagle with distinct tribal variations.
  Sky Wardens
  Nowhere are the aarakocra more comfortable than in 
  the sky. They can spend hours in the air, and some go as 
  long as days, locking their wings in place and letting the 
  thermals hold them aloft. In battle, they prove dynamic 
  and acrobatic fliers, moving with remarkable speed and 
  grace, diving to lash opponents with weapons or talons 
  before turning and flying away.
   Once airborne, an aarakocra leaves the sky with 
  reluctance. On their native plane, they can fly for days 
  or months, landing only to lay their eggs and feed 
  their young before launching themselves back into 
  the air. Those that make it to a world in the Material 
  Plane find it a strange place. They sometimes forget 
  or ignore vertical distances, and they have nothing but 
  pity for those earthbound people forced to live and toil 
  on the ground.
  Avian Mannerisms
  The resemblance of aarakocra to birds isn’t limited to 
  physical features. Aarakocra display many of the same 
  mannerisms as ordinary birds. They are fastidious 
  about their plumage, frequently tending their feathers, 
  cleaning and scratching away any tiny passengers they 
  might have picked up. When they deign to descend from 
  the sky, they often do so near pools where they can catch 
  fish and bathe themselves.
   Many aarakocra punctuate their speech with chirps, 
  sounds they use to convey emphasis and to shade 
  meaning, much as a human might through facial 
  expressions and gestures. An aarakocra might become 
  frustrated with people who fail to pick up on the 
  nuances; an aarakocra’s threat might be taken as a jest 
  and vice versa.
   The idea of ownership baffles most aarakocra. After 
  all, who owns the sky? Even when explained to them, 
  they initially find the notion of ownership mystifying. 
  As a result, aarakocra who have little interaction with 
  other people might be a nuisance as they drop from the 
  sky to snatch livestock or plunder harvests for fruits 
  and grains. Shiny, glittering objects catch their eyes. 
  They find it hard not to pluck the treasure and bring it 
  back to their settlement to beautify it. An aarakocra who 
  spends years among other races can learn to inhibit 
  these impulses.
   Confinement terrifies the aarakocra. To be grounded, 
  trapped underground, or imprisoned by the cold, 
  unyielding earth is a torment few aarakocra can 
  withstand. Even when perched on a high branch or at 
  rest in their mountaintop homes, they appear alert, with 
  eyes moving and bodies ready to take flight.
  Homelands
  Most aarakocra live on the Elemental Plane of Air. 
  Aarakocra can be drawn into the Material Plane, 
  sometimes to pursue enemies or thwart their foes’ 
  designs there. Accident might also send a nest of 
  aarakocra tumbling into a world on that plane. A few 
  find their way to such a world through portals on their 
  own plane and establish nests in high mountains or in 
  the canopies of old forests.
   Once tribes of aarakocra settle in an area, they share 
  a hunting territory that extends across an area up to 
  100 miles on a side, with each tribe hunting in the lands 
  nearest to their colony, ranging farther should game 
  become scarce.
   A typical colony consists of one large, open-roofed 
  nest made of woven vines. The eldest acts as leader with 
  the support of a shaman.
  Chapter 1: Races
  
  4
  Chapter 1 | Races
  Great Purpose
  Aarakocra enjoy peace and solitude. Most of them have 
  little interest in dealing with other peoples and less 
  interest in spending time on the ground. For this reason, 
  it takes an exceptional circumstance for an aarakocra 
  to leave his or her tribe and undertake the adventurer’s 
  life. Neither treasure nor glory is enough to lure them 
  from their tribes; a dire threat to their people, a mission 
  of vengeance, or a catastrophe typically lies at the heart 
  of the aarakocra adventurer’s chosen path.
   Two other circumstances might call an aarakocra to 
  adventure. First, aarakocra have historical ties to the 
  Wind Dukes of Aqaa. Exceptional individuals honor that 
  connection and might seek out the missing pieces of the 
  Rod of Seven Parts, the remains of an artifact fashioned 
  by the Wind Dukes long ago to defeat the Queen of 
  Chaos’s monstrous champion, Miska the Wolf-Spider. 
  When plunged into Miska’s body, the chaos in his blood 
  sundered the rod and scattered its pieces across the 
  multiverse. Recovering the pieces means gaining honor 
  and esteem in the eyes of the vaati who forged it and 
  could possibly restore a powerful weapon for defense 
  against the agents of elemental evil.
   Second, aarakocra are sworn foes of elemental earth, 
  in particular the gargoyles that serve Ogrémoch, the 
  Prince of Earth. The Aarakocra word for gargoyle 
  is loosely translated as “flying rock,” and battles 
  between aarakocra and gargoyles have raged across 
  the Elemental Planes of Earth and Air, occasionally 
  spilling into a world on the Material Plane. Aarakocra 
  on that plane might leave their colonies to lend aid to 
  other humanoids committed to fighting earth cults and 
  thwarting their efforts.
  Aarakocra in the Forgotten Realms
  Never well established in Faerûn, aarakocra have only four 
  major colonies: in the Star Mounts within the High Forest, in 
  the Storm Horns in Cormyr, in the Cloven Mountains on the 
  Vilhon Reach, and in the Mistcliffs in Chult.
   Those colonies established in the Star Mounts, closest 
  to the Dessarin Valley, were ever a secretive and guarded 
  people, only spotted during their flights over the High Forest. 
  A cruel and rapacious green dragon nearly wiped out the 
  population and scattered the survivors. These aarakocra and 
  their descendants have sworn vengeance against the dragon 
  and may be seen scouring the lands of the North and Cormyr 
  for signs of their foe.
   Their only remaining settlement lies on the slopes of the 
  Star Mounts’ southernmost mountains. At the headwaters 
  of the Unicorn Run, the Last Aerie is home to several dozen 
  aarakocra. Recently, aarakocra elders detected changes in the 
  prevailing winds that they regarded as a bad omen.
   Unlike the aarakocra of other worlds on the Material Plane, 
  the aarakocra of the Realms rarely travel to the Elemental 
  Plane of Air.
  Aarakocra Names
  As with much of their speech, aarakocra names include 
  clicks, trills, and whistles to the point that other peoples 
  have a difficult time pronouncing them. Typically, a 
  name has two to four syllables with the sounds acting 
  as connectors. When interacting with other races, 
  aarakocra may use nicknames gained from people they 
  meet or shortened forms of their full names.
   An aarakocra of either gender may have one of these 
  short names: Aera, Aial, Aur, Deekek, Errk, Heehk, 
  Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, 
  Urreek, or Zeed.
  
  5
  Chapter 1 | Races
  Aarakocra Traits
  As an aarakocra, you have certain traits in common 
  with your people. Being able to fly at high speed 
  starting at 1st level is exceptionally effective in certain 
  circumstances and exceedingly dangerous in others. 
  As a result, playing an aarakocra requires special 
  consideration by your DM.
   Ability Score Increase. Your Dexterity score 
  increases by 2, and your Wisdom score increases by 1.
   Age. Aarakocra reach maturity by age 3. Compared 
  to humans, aarakocra don’t usually live longer 
  than 30 years.
   Alignment. Most aarakocra are good and rarely 
  choose sides when it comes to law and chaos. Tribal 
  leaders and warriors might be lawful, while explorers 
  and adventurers might tend toward chaotic. 
   Size. Aarakocra are about 5 feet tall. They have thin, 
  lightweight bodies that weigh between 80 and 100 
  pounds. Your size is Medium.
   Speed. Your base walking speed is 25 feet. 
   Flight. You have a flying speed of 50 feet. To use this 
  speed, you can’t be wearing medium or heavy armor.
   Talons. You are proficient with your unarmed strikes, 
  which deal 1d4 slashing damage on a hit.
   Language. You can speak, read, and write Common, 
  Aarakocra, and Auran.
  Deep Gnome
  Forest gnomes and rock gnomes are the gnomes most 
  commonly encountered in the lands of the surface 
  world. There is another subrace of gnomes rarely seen 
  by any surface-dweller: deep gnomes, also known as 
  svirfneblin. Guarded, and suspicious of outsiders, 
  svirfneblin are cunning and taciturn, but can be just 
  as kind-hearted, loyal, and compassionate as their 
  surface cousins.
  Born of Deep Earth
  Svirfneblin seem more like creatures of stone than 
  flesh. Their leathery skin is usually a gray, brown, or 
  dun hue that acts as a natural camouflage with the 
  rock around them. Their bodies are gnarled with hard 
  muscle or fat, and they are heavier than their small 
  stature suggests; svirfneblin often weigh 100 pounds or 
  more but rarely stand much more than 3 feet tall.
   Male svirfneblin are bald from early childhood, 
  although adults can grow stiff beards or mustaches. 
  Females have full heads of hair, and they usually tie 
  their hair back in braids or cut it short to keep it from 
  getting in their way as they work.
   Svirfneblin are well adapted for their subterranean 
  existence. They have excellent darkvision, and many 
  of them have magical talents that rival the innate 
  spellcasting of the drow and duergar. They are 
  surprisingly strong for their size, enduring toil and 
  danger that would overwhelm most other people.
  Master Miners
  Despite their guarded natures, svirfneblin aren’t joyless. 
  They admire skillful work and delicate craftsmanship, 
  just like any other gnome. Svirfneblin love gemstones 
  of all kinds, and they boldly seek out precious stones in 
  the deepest and darkest tunnels. They are also expert 
  gemcutters and miners, and they prize rubies above all 
  other gemstones.
  Deep Dwellers
  Svirfneblin are known as deep gnomes because they 
  choose to live far below the earth’s surface. Most 
  svirfneblin never see the light of day. Their homes 
  are well-hidden strongholds concealed by mazelike 
  passages and clever illusions. Vast networks of mine 
  tunnels ring most svirfneblin settlements, guarded by 
  Aarakocra Backgrounds
  Backgrounds that are most appropriate for aarakocra include 
  the outlander, the hermit, and the sage. 
   The small colonies of aarakocra are insular and remote, 
  and few aarakocra live away from their roosts. In the Star 
  Mounts of the High Forest in the Forgotten Realms, no 
  more than a few dozen aarakocra live away from the nests of 
  their families. Those that do are usually rangers or fighters, 
  constantly patrolling for outside threats.
  
  6
  Chapter 1 | Races
  deadly traps and concealed sentries. Once a traveler 
  passes through the outer defenses, the tunnels open 
  up into marvelous cavern-towns carved from the 
  surrounding rock with exquisite care. The svirfneblin 
  are austere in their comforts compared to their surface 
  cousins, but they take great pride in their stonework.
   Deep gnomes do their best to remain hidden. Even 
  if surface travelers succeed in locating a svirfneblin 
  community, winning their trust can be even more 
  difficult. Those rare travelers who do succeed in 
  befriending deep gnomes find that they are loyal and 
  courageous allies against any foe.
  Scouts and Spies
  Surface-dwelling gnomes often take up the adventurer’s 
  life out of sheer curiosity about the world around 
  them, eager to see new things and meet new people. 
  By comparison, most svirfneblin possess very little 
  wanderlust and rarely travel far from home. They 
  see the surface world as a bewildering place without 
  boundaries and filled with unknown dangers. 
  Nevertheless, a few svirfneblin understand that it is 
  necessary to know something about what is happening 
  on the surface near their hidden refuges. As a result, 
  some svirfneblin become scouts, spies, or messengers 
  who venture abroad, doing their best to avoid attention. 
  These travelers are notoriously close-mouthed about 
  where they come from and what they are up to, but a 
  few eventually learn to trust good-hearted people of the 
  surface world.
   A few svirfneblin become merchants who deal with 
  other races both above and below ground. Drow, 
  duergar, and other peoples know that svirfneblin are 
  usually neutral in outlook and typically honest in 
  their dealings. Serving as middlemen between races 
  too hostile to deal with each other directly can be 
  lucrative, and it serves an important defensive function; 
  svirfneblin middlemen tend to know more about rumors 
  and threats between rival merchants than anybody else.
  Deep Gnome Names
  Svirfneblin prefer less flamboyant names than their 
  rock gnome or forest gnome cousins. Clan names 
  reflect skills or occupations that a particular family is 
  associated with, and sometimes change if a noteworthy 
  individual strikes out in a new direction.
  Male Names: Belwar, Brickers, Durthmeck, Firble, 
  Krieger, Kronthud, Schneltheck, Schnicktick, 
  Thulwar, Walschud
  Female Names: Beliss, Durthee, Fricknarti, Ivridda, 
  Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, 
  Wirsidda
  Clan Names: Crystalfist, Gemcutter, Ironfoot, 
  Rockhewer, Seamfinder, Stonecutter
  
  7
  Chapter 1 | Races
  Deep Gnome Traits
  When you create a gnome character, you may choose 
  the deep gnome as an alternative to the subraces in the 
  Player’s Handbook. For your convenience, the traits of 
  the gnome and the deep gnome are combined here.
   Ability Score Increase. Your Intelligence score 
  increases by 2, and your Dexterity score increases by 1.
   Age. Deep gnomes are short-lived for gnomes. They 
  mature at the same rate humans do and are considered 
  full-grown adults by 25. They live 200 to 250 years, 
  although hard toil and the dangers of the Underdark 
  often claim them before their time.
   Alignment. Svirfneblin believe that survival depends 
  on avoiding entanglements with other creatures and not 
  making enemies, so they favor neutral alignments. They 
  rarely wish others ill, and they are unlikely to take risks 
  on behalf of others.
   Size. A typical svirfneblin stands about 3 to 3½ feet 
  tall and weighs 80 to 120 pounds. Your size is Small.
   Speed. Your base walking speed is 25 feet.
   Superior Darkvision. Your darkvision has a radius 
  of 120 feet.
   Gnome Cunning. You have advantage on all 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
   Stone Camouflage. You have advantage on Dexterity 
  (stealth) checks to hide in rocky terrain.
   Languages. You can speak, read, and write Common, 
  Gnomish, and Undercommon. The svirfneblin dialect is 
  more guttural than surface Gnomish, and most svirfneb-
  lin 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.
  Optional Feat
  If your DM allows the use of feats from chapter 6 of the 
  Player’s Handbook, your deep gnome character has 
  access to the following special feat.
  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 can also cast each of the following 
  spells once with this ability: blindness/deafness, blur, 
  and disguise self. You regain the ability to cast these 
  spells when you finish a long rest. Intelligence is your 
  spellcasting ability for these spells.
  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. 
  The powerful genies, however, don’t face such troubles 
  when venturing into the mortal world. 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.
   During these visits, a mortal might catch a genie’s 
  eye. Friendship forms, romance blooms, and sometimes 
  children result. These children are genasi: individuals 
  with ties to two worlds, yet belonging to neither. Some 
  genasi are born of mortal–genie unions, others have two 
  genasi as parents, and a rare few have a genie further 
  up their family tree, manifesting an elemental heritage 
  that’s lain dormant for generations.
   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.
  Heirs to Elemental Power
  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.
  Deep Gnomes in the Forgotten Realms
  In the Forgotten Realms, deep gnomes live within a perilous, 
  subterranean world known as the Underdark. This maze of 
  caverns and tunnels is home to some of the most feared 
  creatures in Faerûn. 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.
  
  8
  Chapter 1 | Races
  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 self-
  confidence can sometimes blind genasi to risk, and their 
  great plans often get them and others into trouble.
   Too much failure can chip away at even a genasi’s 
  sense of self, so they constantly push themselves to 
  improve, honing their talents and perfecting their craft.
  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.
   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. Though far from common, air and fire 
  genasi are more likely to be found in the western regions 
  of Faerûn, along the coast from Calimshan north up to 
  the Sword Coast, and into the Western Heartlands to 
  the east. 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.
   The distant land of Zakhara is known only in legends 
  to most inhabitants of Faerûn. 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.
  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.
  
  9
  Chapter 1 | Races
  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.
   Ability Score Increase. Your Constitution score 
  increases by 2.
   Age. 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 120 years.
   Alignment. Independent and self-reliant, genasi tend 
  toward a neutral alignment.
   Size. 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 size is Medium.
   Speed. Your base walking speed is 30 feet.
   Languages. You can speak, read, and write Common 
  and Primordial. Primordial is a guttural language, filled 
  with harsh syllables and hard consonants.
   Subraces. Four major subraces of genasi are found 
  among the worlds of D&D: air genasi, earth genasi, fire 
  genasi, and water genasi. 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.
   Ability Score Increase. Your Dexterity score 
  increases by 1.
   Unending Breath. You can hold your breath 
  indefinitely while you’re not incapacitated.
   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.
  Earth Genasi
  As an earth genasi, you are descended from the cruel 
  and greedy dao, though you aren’t necessarily evil. 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.
   Ability Score Increase. 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. Constitution is your 
  spellcasting ability for this spell.
  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, coal-
  black, 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 
  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. Air genasi 
  who don’t live in cities favor open lands such as plains, 
  deserts, and high mountains. 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.
  
  10
  Chapter 1 | Races
  like crackling flames, and their eyes flare when angered. 
  Some are accompanied by the faint scent of brimstone.
   Ability Score Increase. Your Intelligence score 
  increases by 1.
   Darkvision. 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 Genasi
  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. A water genasi’s hair might 
  float freely, swaying and waving as if underwater. Some 
  have voices with undertones reminiscent of whale song 
  or trickling streams.
   Ability Score Increase. Your Wisdom score 
  increases by 1.
   Acid Resistance. You have resistance to acid damage.
   Amphibious. You can breathe air and water.
   Swim. 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. Constitution is your 
  spellcasting ability for these spells.
  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 single mistake can bring doom to an entire 
  tribe, while an individual’s heroic effort can ensure the 
  entire group’s survival.
   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 Play
  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. 
  Goliaths rarely keep such opinions to themselves, and 
  mock folk who rely on society’s structures or rules to 
  maintain power.
  Survival of the Fittest
  Among goliaths, any adult who can’t 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 can’t 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.
  
  11
  Chapter 1 | Races
  Goliath Names
  Every goliath has three names: a birth name assigned 
  by the newborn’s 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 goliath’s 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 individual’s 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.
  Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan, 
  Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, 
  Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, 
  Vaunea, Vimak
  Nicknames: Bearkiller, Dawncaller, Fearless, 
  Flintfinder, Horncarver, Keeneye, Lonehunter, 
  Longleaper, Rootsmasher, Skywatcher, Steadyhand, 
  Threadtwister, Twice-Orphaned, Twistedlimb, 
  Wordpainter
  Clan Names: Anakalathai, Elanithino, Gathakanathi, 
  Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, 
  Thuliaga, Thunukalathi, Vaimei-Laga
  Goliath Traits
  Goliaths share a number of traits in common 
  with each other.
   Ability Score Increase. Your Strength score 
  increases by 2, and your Constitution score 
  increases by 1.
   Age. Goliaths have lifespans comparable to humans. 
  They enter adulthood in their late teens and usually live 
  less than a century.
   Alignment. 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.
   Size. Goliaths are between 7 and 8 feet tall and weigh 
  between 280 and 340 pounds. Your size is Medium.
   Speed. Your base walking speed is 30 feet.
   Natural Athlete. You have proficiency in the 
  Athletics skill.
   Stone’s Endurance. You can focus yourself to 
  occasionally shrug off injury. When you take damage, 
  you can use your reaction to roll a d12. Add your 
  Constitution modifier to the number rolled, and reduce 
  the damage by that total. After you use this trait, you 
  can’t 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. You’re acclimated to high altitude, 
  including elevations above 20,000 feet. You’re also 
  naturally adapted to cold climates, as described in 
  chapter 5 of the Dungeon Master’s Guide.
   Languages. You can speak, read, and write 
  Common and Giant.
  
  12
  Chapter 2 | Spells
  his chapter offers new spells for 
  many of the classes in the Player’s 
  Handbook. 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
  The following spell lists show which of the new spells 
  are for a class. A spell’s 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.
  Bard Spells
  Cantrips (0 Level)
  Thunderclap (evocation)
  1st Level
  Earth tremor (evocation)
  2nd Level
  Pyrotechnics (transmutation)
  Skywrite (transmutation, ritual)
  Warding wind (evocation)
  Druid Spells
  Your DM might add only a few of these spells to your 
  druid’s spell list. For example, if your druid is from a 
  coastal region, the druid might have access only to the 
  new water-themed spells.
  Cantrips (0 Level)
  Control flames (transmutation)
  Create bonfire (conjuration)
  Frostbite (evocation)
  Gust (transmutation)
  Magic stone (transmutation)
  Mold earth (transmutation)
  Shape water (transmutation)
  Thunderclap (evocation)
  1st Level
  Absorb elements (abjuration)
  Beast bond (divination)
  Ice knife (conjuration)
  Earth tremor (evocation)
  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)
  4th Level
  Elemental bane (transmutation)
  Watery sphere (conjuration)
  5th Level
  Control winds (transmutation)
  Maelstrom (evocation)
  Transmute rock (transmutation)
  6th Level
  Bones of the earth (transmutation)
  Investiture of flame (transmutation)
  Investiture of ice (transmutation)
  Investiture of stone (transmutation)
  Investiture of wind (transmutation)
  Primordial ward (abjuration)
  7th Level
  Whirlwind (evocation)
  Ranger Spells
  1st Level
  Absorb elements (abjuration)
  Beast bond (divination)
  3rd Level
  Flame arrows (transmutation)
  Sorcerer Spells
  Cantrips (0 Level)
  Control flames (transmutation)
  Create bonfire (conjuration)
  Frostbite (evocation)
  Gust (transmutation)
  Mold earth (transmutation)
  Shape water (transmutation)
  Thunderclap (evocation)
  Chapter 2: Spells
  
  13
  Chapter 2 | Spells
  1st Level
  Catapult (transmutation)
  Ice knife (conjuration)
  Earth tremor (evocation)
  2nd Level
  Aganazzar’s scorcher (evocation)
  Dust devil (conjuration)
  Earthbind (transmutation)
  Maximilian’s earthen grasp (transmutation)
  Pyrotechnics (transmutation)
  Snilloc’s snowball swarm (evocation)
  Warding wind (evocation)
  3rd Level
  Erupting earth (transmutation)
  Flame arrows (transmutation)
  Melf’s minute meteors (evocation)
  Wall of water (evocation)
  4th Level
  Storm sphere (evocation)
  Vitriolic sphere (evocation)
  Watery sphere (conjuration)
  5th Level
  Control winds (transmutation)
  Immolation (evocation)
  6th Level
  Investiture of flame (transmutation)
  Investiture of ice (transmutation)
  Investiture of stone (transmutation)
  Investiture of wind (transmutation)
  8th Level
  Abi-Dalzim’s horrid wilting (necromancy)
  Warlock Spells
  Cantrips (0 Level)
  Create bonfire (conjuration)
  Frostbite (evocation)
  Magic stone (transmutation)
  Thunderclap (evocation)
  2nd Level
  Earthbind (transmutation)
  4th Level
  Elemental bane (transmutation)
  6th Level
  Investiture of flame (transmutation)
  Investiture of ice (transmutation)
  Investiture of stone (transmutation)
  Investiture of wind (transmutation)
  
  14
  Chapter 2 | Spells
  Wizard Spells
  Cantrips (0 Level)
  Control flames (transmutation)
  Create bonfire (conjuration)
  Frostbite (evocation)
  Gust (transmutation)
  Mold earth (transmutation)
  Shape water (transmutation)
  Thunderclap (evocation)
  1st Level
  Absorb elements (abjuration)
  Catapult (transmutation)
  Ice knife (conjuration)
  Earth tremor (evocation)
  2nd Level
  Aganazzar’s scorcher (evocation)
  Dust devil (conjuration)
  Earthbind (transmutation)
  Maximilian’s earthen grasp (transmutation)
  Pyrotechnics (transmutation)
  Skywrite (transmutation, ritual)
  Snilloc’s snowball swarm (evocation)
  3rd Level
  Erupting earth (transmutation)
  Flame arrows (transmutation)
  Melf’s minute meteors (evocation)
  Tidal wave (conjuration)
  Wall of sand (evocation)
  Wall of water (evocation)
  4th Level
  Elemental bane (transmutation)
  Storm sphere (evocation)
  Vitriolic sphere (evocation)
  Watery sphere (conjuration)
  5th Level
  Control winds (transmutation)
  Immolation (evocation)
  Transmute rock (transmutation)
  6th Level
  Investiture of flame (transmutation)
  Investiture of ice (transmutation)
  Investiture of stone (transmutation)
  Investiture of wind (transmutation)
  7th Level
  Whirlwind (evocation)
  8th Level
  Abi-Dalzim’s horrid wilting (necromancy)
  
  15
  Chapter 2 | Spells
  Spell Descriptions
  The spells are presented in alphabetical order.
  Abi-Dalzim’s Horrid Wilting
  8th-level necromancy
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a bit of sponge)
  Duration: Instantaneous
  You draw the moisture from every creature in a 30-foot 
  cube centered on a point you choose within range. Each 
  creature in that area must make a Constitution saving 
  throw. Constructs and undead aren’t 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.
  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.
  Aganazzar’s Scorcher
  2nd-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a red dragon’s scale)
  Duration: Instantaneous
  A 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.
   At Higher Levels. 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. The spell 
  fails if the beast’s Intelligence is 4 or higher. 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: 120 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 10-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 creature’s choice) 
  against the spell’s saving throw DC. On a success, the 
  creature is no longer restrained and must either move 
  off the pillar or fall off it.
   At Higher Levels. 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.
  Catapult
  1st-level transmutation
  Casting Time: 1 action
  Range: 150 feet
  Components: S
  Duration: Instantaneous
  Choose one object weighing 1 to 5 pounds within range 
  that isn’t 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.
   At Higher Levels. 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.
  
  16
  Chapter 2 | Spells
  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. 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 instantaneously extinguish the flames 
  within the cube.
  • 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 shapes—such as the vague form of a 
  creature, an inanimate object, or a location—to 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 Winds
  5th-level transmutation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You take control of the air in a 100-foot cube that you 
  can see within range. Choose one of the following 
  effects when you cast the spell. The effect lasts for the 
  spell’s duration, unless you use your action on a later 
  turn to switch to a different effect. You can also use your 
  action to temporarily halt the effect or to restart one 
  you’ve halted.
   Gusts. 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.
   Downdraft. 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.
  
  17
  Chapter 2 | Spells
   Updraft. You cause a sustained updraft within the 
  cube, rising upward from the cube’s 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.
  Create Bonfire
  Conjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a bonfire on ground that you can see within 
  range. Until the spells ends, the bonfire fills a 5-foot 
  cube. Any creature in the bonfire’s 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 bonfire’s space for the 
  first time on a turn or ends its turn there.
   The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  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. An elemental force that resembles 
  a dust devil appears in the cube and lasts for the 
  spell’s 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 isn’t 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 10-foot-radius cloud of debris 
  around itself that lasts until the start of your next turn. 
  The cloud heavily obscures its area.
   At Higher Levels. 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.
  Earthbind
  2nd-level transmutation
  Casting Time: 1 action
  Range: 300 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. The 
  target must succeed on a Strength saving throw or its 
  flying speed (if any) is reduced to 0 feet for the spell’s 
  duration. An airborne creature affected by this spell 
  descends at 60 feet per round until it reaches the ground 
  or the spell ends.
  Earth Tremor
  1st-level evocation
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, S
  Duration: Instantaneous
  You cause a tremor in the ground in a 10-foot radius. 
  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.
   At Higher Levels. 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.
   At Higher Levels. 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.
  Erupting Earth
  3rd-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a piece of obsidian)
  Duration: Instantaneous
  Choose a point you can see on the ground within 
  range. A fountain of churned earth and stone erupts in 
  a 20-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.
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d12 for each slot level above 3rd.
  
  18
  Chapter 2 | Spells
  Flame Arrows
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  You touch a quiver containing arrows or bolts. 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 spell’s 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.
   At Higher Levels. 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.
  Frostbite
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You cause numbing frost to form on one creature that 
  you can see within range. 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 spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  
  19
  Chapter 2 | Spells
  Gust
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You 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 
  must succeed on a Strength saving throw or be 
  pushed up to 5 feet away from you.
  • 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 isn’t 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 Knife
  1st-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (a drop of water or piece of ice)
  Duration: Instantaneous
  You 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.
   At Higher Levels. 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.
  Immolation
  5th-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V
  Duration: Concentration, up to 1 minute
  Flames 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 spell’s duration. The burning target 
  sheds bright light in a 30-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 can’t 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 Flame
  6th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Flames race across your body, shedding bright light in 
  a 30-foot radius and dim light for an additional 30 feet 
  for the spell’s duration. The flames don’t harm you. Until 
  the spell ends, you gain the following benefits:
  • You are immune to fire damage and have resistance to 
  cold damage.
  • Any creature that moves within 5 feet of you for the 
  first time on a turn or ends its turn there takes 1d10 
  fire damage.
  • 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. Each creature in the line must make 
  a Dexterity saving throw. A creature takes 4d8 fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Investiture of Ice
  6th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Until the spell ends, ice rimes your body, and you gain 
  the following benefits:
  • You are immune to cold damage and have resistance 
  to fire damage.
  • You can move across difficult terrain created by ice or 
  snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and 
  is difficult terrain for creatures other than you. The 
  radius moves with you.
  • You can use your action to create a 15-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 Stone
  6th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Until the spell ends, bits of rock spread across your 
  body, and you gain the following benefits:
  • You have resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons.
  • You can use your action to create a small earthquake 
  on the ground in a 15-foot radius centered on you. 
  
  20
  Chapter 2 | Spells
  Other creatures on that ground must succeed on a 
  Dexterity saving throw or be knocked prone.
  • 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 can’t 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 Wind
  6th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Until the spell ends, wind whirls around you, and you 
  gain the following benefits:
  • Ranged weapon attacks made against you have disad-
  vantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying 
  when the spell ends, you fall, unless you can some-
  how prevent it.
  • You can use your action to create a 15-foot cube of 
  swirling wind centered on a point you can see within 
  60 feet of you. Each creature in that area must make 
  a Constitution saving throw. 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.
  Maelstrom
  5th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (paper or leaf in the shape of 
  a funnel)
  Duration: Concentration, up to 1 minute
  A mass of 5-foot-deep water appears and swirls in a 
  30-foot radius centered on a point you can see within 
  range. 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.
  Magic Stone
  Transmutation cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  You touch one to three pebbles and imbue them with 
  magic. 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. If 
  someone else attacks with the pebble, that attacker adds 
  your spellcasting ability modifier, not the attacker’s, to 
  the attack roll. On a hit, the target takes bludgeoning 
  damage equal to 1d6 + your spellcasting ability modifier. 
  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.
  Maximilian’s Earthen Grasp
  2nd-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a miniature hand sculpted 
  from clay)
  Duration: Concentration, up to 1 minute
  You choose a 5-foot-square unoccupied space on the 
  ground that you can see within range. 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 spell’s 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.
  Melf’s Minute Meteors
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (niter, sulfur, and pine tar formed 
  into a bead)
  Duration: Concentration, up to 10 minutes
  You create six tiny meteors in your space. They float 
  in the air and orbit you for the spell’s duration. When 
  you cast the spell—and as a bonus action on each of 
  your turns thereafter—you can expend one or two of 
  the meteors, sending them streaking toward a point 
  or points you choose within 120 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.
   At Higher Levels. 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.
  
  21
  Chapter 2 | Spells
  Mold Earth
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: 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-
  taneously excavate it, move it along the ground, and 
  deposit it up to 5 feet away. This movement doesn’t 
  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 Ward
  6th-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You have resistance to acid, cold, fire, lightning, and 
  thunder damage for the spell’s 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.
  Pyrotechnics
  2nd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Choose 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.
   Fireworks. 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.
   Smoke. Thick black smoke spreads out from the 
  target in a 20-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 Water
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: 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 
  flow of the water as you direct, up to 5 feet in any 
  direction. This movement doesn’t have enough force 
  to cause damage.
  • You cause the water to form into simple shapes 
  and animate at your direction. This change 
  lasts for 1 hour.
  • You change the water’s color or opacity. The water 
  must be changed in the same way throughout. This 
  change lasts for 1 hour.
  • You freeze the water, provided that there are no crea-
  tures in it. The water unfreezes in 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.
  
  22
  Chapter 2 | Spells
  Skywrite
  2nd-level transmutation (ritual)
  Casting Time: 1 action
  Range: Sight
  Components: V, S
  Duration: Concentration, up to 1 hour
  You 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 spell’s duration. The words 
  dissipate when the spell ends. A strong wind can 
  disperse the clouds and end the spell early.
  Snilloc’s Snowball Swarm
  2nd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of ice or a small white 
  rock chip)
  Duration: Instantaneous
  A flurry of magic snowballs erupts from a point you 
  choose within range. 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.
   At Higher Levels. 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 Sphere
  4th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A 20-foot-radius sphere of whirling air springs into 
  existence centered on a point you choose within range. 
  The sphere remains for the spell’s 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 sphere’s 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.
   At Higher Levels. 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.
  Thunderclap
  Evocation cantrip
  Casting Time: 1 action
  Range: Self (5-foot radius)
  Components: S
  Duration: Instantaneous
  You create a burst of thunderous sound, which can 
  be heard 100 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 spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Tidal Wave
  3rd-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a drop of water)
  Duration: Instantaneous
  You conjure up a wave of water that crashes down on an 
  area within range. The area can be up to 30 feet long, 
  up to 10 feet wide, and up to 10 feet tall. Each creature 
  in that area must make a Dexterity saving throw. On a 
  failure, a creature takes 4d8 bludgeoning damage and 
  is knocked prone. On a success, a creature takes half 
  as much damage and isn’t 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 Rock
  5th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (clay and water)
  Duration: Instantaneous
  You choose an area of stone or mud that you can see 
  that fits within a 40-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 spell’s 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.
  
  23
  Chapter 2 | Spells
   Transmute Mud to Rock. Nonmagical mud or 
  quicksand in the area no more than 10 feet deep 
  transforms into soft stone for the spell’s 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 Sphere
  4th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a drop of giant slug bile)
  Duration: Instantaneous
  You point at a place within range, and a glowing 1-foot 
  ball of emerald acid streaks there and explodes in a 
  20-foot radius. Each creature in that area must make 
  a Dexterity saving throw. 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.
   At Higher Levels. 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 Sand
  3rd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a handful of sand)
  Duration: Concentration, up to 10 minutes
  You 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 wall’s 
  space and must spend 3 feet of movement for every 1 
  foot it moves there.
  Wall of Water
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a drop of water)
  Duration: Concentration, up to 10 minutes
  You 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 wall’s space is difficult terrain.
   Any ranged weapon attack that enters the wall’s 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 
  through to freeze solid (at least a 5-foot square section is 
  frozen). 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 wall’s water 
  doesn’t fill it.
  Warding Wind
  2nd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 10 minutes
  A strong wind (20 miles per hour) blows around you in a 
  10-foot radius and moves with you, remaining centered 
  on you. The wind lasts for the spell’s 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 
  torch-sized or smaller.
  • The area is difficult terrain for creatures 
  other than you.
  • The attack rolls of ranged weapon attacks have disad-
  vantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed 
  by strong wind.
  Watery Sphere
  4th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a droplet of water)
  Duration: Concentration, up to 1 minute
  You conjure up a sphere of water with a 10-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. 
  The sphere remains for the spell’s duration.
   Any creature in the sphere’s 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. 
  Any creature restrained by the sphere moves with it. You 
  can ram the sphere into creatures, forcing them to make 
  the saving throw, but no more than once per turn.
   When the spell ends, the sphere falls to the ground 
  and extinguishes all normal flames within 30 feet of it. 
  Any creature restrained by the sphere is knocked prone 
  in the space where it falls.
  
  24
  Chapter 2 | Spells
  Whirlwind
  7th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, M (a piece of straw)
  Duration: Concentration, up to 1 minute
  A whirlwind howls down to a point that you can see on 
  the ground within range. The whirlwind is a 10-foot-
  radius, 30-foot-high cylinder centered on that point. 
  Until the spell ends, you can use your action to move 
  the whirlwind up to 30 feet in any direction along the 
  ground. The whirlwind sucks up any Medium or smaller 
  objects that aren’t secured to anything and that aren’t 
  worn or carried by anyone.
   A creature must make a Dexterity saving throw 
  the first time on a turn that it enters the whirlwind or 
  that the whirlwind enters its space, including when 
  the whirlwind first appears. A creature takes 10d6 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. In addition, a Large or 
  smaller creature that fails the save must succeed on 
  a Strength saving throw or become restrained in the 
  whirlwind until the spell ends. When a creature starts 
  its turn restrained by the whirlwind, the creature is 
  pulled 5 feet higher inside it, unless the creature is at 
  the top. A restrained creature moves with the whirlwind 
  and falls when the spell ends, unless the creature has 
  some means to stay aloft.
   A restrained creature can use an action to make a 
  Strength or Dexterity check against your spell save DC. 
  If successful, the creature is no longer restrained by the 
  whirlwind and is hurled 3d6 × 10 feet away from it in a 
  random direction.
  
  25
  what happens next?
  ontinue unraveling the mysteries 
  of ancient evil with the downloadable 
  module Neverwinter: Elemental Evil 
  for the acclaimed free-to-play action 
  MMORPG. 
   
  Characters in the tabletop roleplaying game 
  can delve deeper into the devious plots in Princes 
  of the Apocalypse every week in stores worldwide 
  with the D&D Adventurers League Elemental 
  Evil season of adventures.
   
  Bring your tabletop adventures to life  
  with Elemental Evil miniatures and other  
  game accessories by Gale Force Nine and 
  WizKids Games.
   
  The Temple of Elemental Evil Adventure 
  System board game provides new ways to 
  experience this epic story. Combine the contents 
  with the other D&D Adventure System 
  Cooperative Games, including Castle Ravenloft 
  and The Legend of Drizzt, to create even more 
  exciting play experiences.
   
  Learn more at DungeonsandDragons.com.
  The Sword Coast is far 
  from secure, and the 
  adventure goes far beyond 
  these pages.
  What Happens Next?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Rulebooks/Supplements/Elemental Evil Players Companion.pdf