Stormcraft Evocation cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V Duration: 1 minute Classes: Cleric, Druid, Sorcerer Your connection to the storm lets you manifest minor elemental effects. You create one of the following magical effects: Until the end of your turn, your speech or other sounds of your choice that you make (such as striking a weapon against a hard surface) are magnified, and are audible up to 100 feet away even in high winds or during a thunderstorm. Metal objects within 10 feet of you glow a soft, bluewhite glow for the duration, casting dim light in a 5-foot radius. A gust of wind swirls around you, lifting dust and small objects (weighing no more than 1/2 pound) within 10 feet of you into the air. Metal objects of your choice remain suspended for the duration. An arc of lightning instantly ignites a touched torch, campfire, or similar flammable object. The air within 10 feet of you becomes charged for the duration. This can manifest as a smell of ozone, a tingling sensation, a gentle buzzing or hissing sound, and/or hair standing on end. Small arcs of lightning travel over your body or gather in your eyes for the duration. You can create this effect alongside any of the other effects. You can have up to three of the spell’s non-instantaneous effects active at a time, and you can dismiss such an effect as an action. You can create and maintain one additional effect once you reach 5th level, and again at 11th and 17th level. Aeromancy - Bogna Gawrońska Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“How do you do this ‘calm in the storm’ thing?” “I am the storm.”
Summon Crystalkin 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a crystalline core worth at least 300gp) Duration: Concentration, up to 1 hour Classes: Artificer, Sorcerer, Warlock, Wizard You call forth a crystalline spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Crystalline Spirit stat block. When you cast this spell, choose a shape: Serpentine, Strider, or Vortex. The creature appears as a collection of crystalline shards arranged in the chosen shape, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends, at which point the core drops in its space. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. Crystal Golems - Thiago Almeida Uses stains by Jared Ondricek. Yet Another vonBoomslang Original : More here! A crystalline spirit created using an icy core is immune to cold damage, vulnerable to fire damage, and speaks Aquan instead of Terran. Crystalline Spirit Medium (Serpentine, Vortex) or Large (Strider) elemental, unaligned Armor Class 11 + the level of the spell (natural armor) Hit Points 20 + 10 for each spell level above 3rd Speed 30 ft. (Strider only), 10 ft., burrow 20 ft. + 5 ft. × spell level (Serpentine only), 5 ft., fly 30 ft. (Vortex only, hover) STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 10 (+0) 5 (-3) 11 (+0) 12 (+1) Damage Vulnerabilities thunder Damage Resistances radiant Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran, understands the languages you speak Challenge – Proficiency Bonus equals your bonus Crystal Ward (Strider Only). The spirit is protected by a magical ward which has hit points equal to five times the spell’s level. When the spirit or a creature of your choice within 15 feet of it takes damage, up to half of that damage is dealt to the ward instead. While the ward has hit points remaining, the spirit’s Armor Class increases by +2. The ward regains 5 hit points at the start of the spirit’s turn and when it hits a creature with an attack. Skimmer (Serpentine Only). The spirit travels by burrowing along or under the surface of ice, packed earth or softer material, or through natural or worked stone as difficult terrain. It cannot end its turn underground. It does not provoke opportunity attacks if underground, but must surface to attack. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Crash (Serpentine Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level bludgeoning damage. If the spirit moved at least 10 feet straight towards the target while aboveground, the damage increases by 1d6 and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone. Impale (Strider Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and Crystal Ward regains 5 hit points. Prism Ray (Vortex Only). Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + 2 + the spell’s level radiant damage, or 1d10 + 2 + the spell’s level if the spirit is in sunlight. “B ᴇ ʜ ɪ ɴ ᴅ ᴍ ᴇ, ʟ ɪ ᴛ ᴛ ʟ ᴇ ᴍ ᴀ s ᴛ ᴇ ʀ.“
Summon Frost Spirit 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a crystal of frozen flame worth at least 300gp) Duration: Concentration, up to 1 hour Classes: Druid, Sorcerer You call forth a spirit from the paraelemental plane of ice. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Frost Spirit stat block. When you cast this spell, choose a material: Ice, Mist, or Snow. The creature appears as a vaguely humanoid or bestial form made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. Ice Golem - Ino-Co Plus / Uses stains by Jared Ondricek. Yet Another vonBoomslang Original : More here! Frost Spirit Large elemental, unaligned Armor Class 11 + the level of the spell (natural armor) Hit Points 25 + 10 for each spell level above 3rd (ice and mist only), 40 + 15 for each spell level above 3rd (snow only) Speed 30 ft., fly 25 ft. (mist only; hover) STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 12 (+1) 5 (-3) 8 (-1) 9 (-1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks (mist only) Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, understands the languages you speak Challenge – Proficiency Bonus equals your bonus Vapor Form (Mist Only. The spirit can occupy another creature’s space and vice versa, and it can squeeze through an opening as narrow as 1 inch wide. The spirit cannot make opportunity attacks. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Freezing Touch (Mist Only). Melee Spell Attack: your spell attack modifier to hit, reach 0 ft., one target in the spirit’s space. Hit: 1d12 + 1 + the spell’s level cold damage and the target’s speed is reduced by 10 feet until the start of the spirit’s next turn. Shard (Ice Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 1d4 + 3 piercing damage and 1d4 + the spell’s level cold damage. Slam (Snow Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level bludgeoning damage. Bonus Actions Harden (Ice Only). The spirit gains temporary hit points equal to the spell level. Reactions Chill (Mist Only). The spirit attacks a creature that ended its turn in the spirit’s space. “Might as well fight the winter.” - Hyrdrn proverb