Elemental Body

7th-level transmutation (Sorcerer,Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of the chosen element from a plane other than where the spell is cast)
  • Duration: Concentration up to 4 hours

When you cast this spell, it transforms your body and all the gear you are carrying into a new form, composed of your choice of one of the following elements: air, earth, fire, or water. You retain your previous size and statistics, except as noted below, but until the spell ends, your creature type becomes elemental, and you gain the following benefits:

  • You are attuned to the environments where this element completely surrounds you, breathing and existing in such places comfortably.
  • You are immune to poison damage and the poisoned condition, and to the paralyzed, stunned, and unconscious conditions.
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

In addition, you gain the following special abilities depending on the elemental type you chose:

Air. You can fly at your normal speed. Creatures have disadvantage on their attack rolls against you while they are flying or hovering.

Earth. You gain a +1 bonus on attack rolls against foes that are touching the ground and advantage on any ability check you make to shove a creature. No matter what armor you wear, your Armor Class cannot be lower than 13 + your Dexterity modifier.

Fire. You are immune to fire. Any creature that grapples you, or is within 5 feet of you when it hits you with an attack roll, takes 1d6 fire damage. When you hit with an unarmed strike, you inflict an extra 1d6 fire damage.

Water. You can swim at your normal speed. You gain a +1 bonus to attack and damage rolls if you and your opponent are both touching water. You can use your action to put any nonmagical fire within 5 feet of you, or to put out any magical fire within 5 feet of you as if casting dispel magic as a 7th-level spell.