Naturakinetic Powers

## At-Will Powers

### Control Air

As an action, you seize the air around you and manipulate it to create one of the following effects at a point you can see within 30 feet:

* 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 effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

### Control Earth

You choose a portion of dirt or stone that you can see within 30 feet 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 instantaneously 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 shaping 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 power 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.

### Control Electricity

As an action, you generate an electrical charge and manipulate it in one of the following ways:

* You can create a harmless sensory effect, such as shocking someone, causing your hair to stand on end, or making a crackling sound.
* You can power simple electrical devices. This effect lasts for as long as you are in contact with the device.
* You cause electricity to flow too fast into a machine or not at all. Choose a Large or smaller machine that's not a creature within 10 feet and cause it to short-circuit or lose power, disabling it for up to 1 minute.

### Control Flames

As an action, you choose a flame that you can see within 60 feet 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.

* 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 power 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.

### Control Water

As an action, you choose an area of water that you can see within 30 feet 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 creatures in it. The water unfreezes in 1 hour.

If you cast this power 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.

### Create Bonfire

As an action, you concentrate and create a bonfire on ground that you can see within a 30 foot range that fits within a 5 foot cube. Any creature in the bonfire’s space when you perform this power 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 bonfire ignites flammable objects in its area that aren’t being worn or carried.

The power's damage increases by 1d8 when you reach 3rd level (2d8), 6th level (3d8), and 9th level (4d8).

### Create Ice

As an action, you create ice and snow within a 30 foot range that fits within a 5 foot cube in one of the following ways:

* You create a harmless, instantaneous sensory effect related to ice or snow, such as a cloud of falling snowflakes or a slight gust of chilling air.
* You instantly snuff out any fire.
* You chill or freeze any nonliving material for up to 1 hour.
* You shape ice or snow into a form you designate for up to 1 minute.
* You create a slick sheet of ice on ground that lasts for up to 1 hour. That ground becomes difficult terrain, and any creature in the ice’s space when you perform this power must succeed on a Dexterity saving throw or fall prone. A creature must also make the saving throw when it enters the ice’s space for the first time on a turn or ends its turn there.

### Frostbite

As an action, you cause numbing frost to form on one creature that you can see within 60 feet. 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.

This power's damage increases by 1d6 when you reach 3rd level (2d6), 6th level (3d6), and 9th level (4d6).

### Produce Flame

As an action, a flickering ball of flame appears in your hand. It harms neither you nor your equipment. The flame sheds bright light in a 10 foot radius and dim light for an additional 10 feet. This power ends if you dismiss it as an action or your concentration is broken.

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 120 feet of you. Make a ranged attack. On a hit, the target takes 1d8 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.

This power's damage increases by 1d8 when you reach 3rd level (2d8), 6th level (3d8), and 9th level (4d8).

### Shocking Grasp

As an action, you create lightning that springs from your hand, delivering a shock to a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

This power's damage increases by 1d8 when you reach 3rd level (2d8), 6th level (3d8), and 9th level (4d8).

### Snow Blast

As an action, a frigid beam of snow streaks toward a creature within 60 feet. Make a ranged attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

This power's damage increases by 1d8 when you reach 3rd level (2d8), 6th level (3d8), and 9th level (4d8).

### Thunderclap

As an action, 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.

This power's damage increases by 1d6 when you reach 3rd level (2d6), 6th level (3d6), and 9th level (4d6).

## Level 1 Powers (Unlocked at 1st Level)

### Create or Destroy Water

As an action, you either create or destroy water within 30 feet that you can see.

* ***Create Water.*** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
* ***Destroy Water.*** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

**At Higher Levels.** When you cast this power using a power slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

### Electric Current

As an action, you concentrate and send a beam of crackling, blue energy out toward a creature within 30 feet, forming a sustained arc of electricity between you and the target. Make a ranged power attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for up to a minute, you can use your action to deal 1d12 lightning damage to the target automatically. The power ends if you use your action to do anything else, if the target is ever outside the power's range, or if it has total cover from you.

***At Higher Levels**.* When you cast this power using a power slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

### Electric Bolt

As an action, you create a bolt of electricity. Make a ranged attack against a target you can see in a 60 foot range. On a hit, the target's body is wracked with an electrical current, dealing 1d8 lightning damage, and must make a Constitution saving throw. On a failed save, they are stunned until the end of their next turn.

***At Higher Levels**.* When you cast this power using a power slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

### Entomb

As an action, you concentrate and attempt to encase a Medium or smaller creature that you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the power ends on the target.

If the creature takes more than 10 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the power for the target.

***At Higher Levels.*** When you cast this power using a powre slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

### Explosion

As an action, you send a wave of fiery force sweeping out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the effect, and it ignites flammable objects in the area that aren't being worn or carried.

***At Higher Levels.*** When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

### Flamethrower

As an action, you send a torrent of flames shooting forth from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

***At Higher Levels.*** When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

### Fog Cloud

As an action, you concentrate and create a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for up to an hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

***At Higher Levels.*** When you cast this power using a powre slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

### Ice Knife

As an action, a shard of ice forms in your hand. You can use it as a melee weapon until the end of your turn or fling it at one creature within 60 feet. Make an attack against the target. On a hit, the target takes 1d10 piercing damage. On a Critical Hit, the shard 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 power using a power slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

### Slow Fall

As a reaction, you concentrate and choose up to five falling creatures within 60 feet of you. A falling creature's rate of descent slows to 60 feet per round for up to 1 minute, as upward gusts of wind maintain them. If the creature lands before this power ends, it takes no falling damage and can land on its feet, ending the power for that creature.

### Stone Fist

As an action, you turn your hand and forearm to stone until the start of your next turn. As part of activating this power, you can make a melee power attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage.

Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.

***At Higher Levels.*** When you cast this power using a power slot of 2nd level or higher, the bludgeoning damage increases by 1d10 for each slot level above 1st.

### Tremor

You cause a tremor in the ground within 10 feet. 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, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

***At Higher Levels.*** When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

### Windy Ward

As an action, you concentrate and create a strong wind (20 miles per hour) that blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for up to 10 minutes or until your concentration is broken.

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.
* It hedges out vapor, gas, and fog that can be dispersed by strong wind.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

### Whirlwind

As a bonus action, you concentrate and cause whirling gusts of air to briefly surround you. Doing so allows you to fly up to 10 feet for up to a minute without provoking opportunity attacks. If you are still flying when the power ends, you fall, unless you can somehow prevent it.

## Level 2 Powers (Unlocked at 3rd Level)

### Cold Snap

As an action, a swirling burst of freezing wind erupts at a point you choose within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in ice, reducing their movement speed on their next turn by 10 feet. On a success, the target takes half as much damage and is not stuck in ice.

The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.

***At Higher Levels.*** When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

### Crackle

As an action, you create three arcs of lightning, striking targets within 60 feet. You can direct them at one target or several.

Make a ranged power attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become stunned until the start of their next turn.

***At Higher Levels.*** When you cast this power using a power slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

### Dancing Wave

As an action, you concentrate and materialize a surging mass of water into existence at a point on ground within 30 feet. The mass of water remains cohesive, filling a 5 foot radius, though only rises 3 feet above the ground. The area is difficult terrain for any creature without a swimming speed.

For up to a minute, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters a creature's space during your turn, they must make a Strength saving throw or take 1d6 bludgeoning damage and be knocked prone. A creature automatically fails the saving throw against this power if they are prone.

### Dust Devil

As an action, you concentrate and create a dust devil that lasts for up to a minute in an unoccupied 5-foot cube that you can see within 60 feet.

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 force 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 power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

### Earth Ripple

As an action, you cause the earth to deform and ripple within 60 feet that fits within a 5-foot cube. A target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):

* It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
* It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
* It is impaled by a spike of earth, taking 4d8 piercing damage.

### Flaming Sphere

As an action, you concentrate and create a 5-foot-diameter sphere of fire in an unoccupied space of your choice within 60 feet and lasts for up to a minute. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

***At Higher Levels.*** When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

### Gust of Wind

As an action, you concentrate and create a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for up to a minute. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the power ends, you can change the direction in which the line blasts from you.

### Heat Metal

As an action, you concentrate and choose a manufactured metal object that you can see within 60 feet. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast this power. For up to a minute, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and power checks until the start of your next turn.

***At Higher Levels.*** When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

### Scorcher

As an action, 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 power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

## Level 3 Powers (Unlocked at 6th Level)

### Burst of Flames

As an action, you choose a point you can see within a 150-foot range to blossom with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d6.

### Call Lightning

As an action, you concentrate and materialize a storm cloud that appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within 120 feet directly above you. The power fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast this power, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns for up to 10 minutes, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this power, the power gives you control over the existing storm instead of creating a new one. Under such conditions, the power's damage increases by 1d10.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d10.

### Discharge

As an action, you become the center of an explosive surge of electricity. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried, and shuts down any operating machinery nearby.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d6.

### Eruption

As an action, choose a point you can see on the ground within 120 feet. 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. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d12.

### Flight

As an action, you concentrate and summon swirling winds around yourself. You gain a flying speed of 60 feet for up to 10 minutes. When the power ends, you fall if you are still aloft, unless you can stop the fall.

### Gaseous Form

As an action, you concentrate and transform yourself, along with everything you’re wearing and carrying, into a misty cloud for up to an hour. The power ends if you drop to 0 hit points.

While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to all physical damage, and have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can't fall and remain hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, you can't talk or manipulate objects, and any objects you are carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast powers.

### Lightning Bolt

As an action, you create a bolt of lightning that forms a line 100 feet long and 5 feet wide that blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d6.

### Sleet Storm

As an action, you concentrate and create freezing rain and sleet that falls in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within 150 feet and lasts for up to a minute or until your concentration is broken. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the power's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the power's area and is concentrating on an power, the creature must make a successful Constitution saving throw against your power save DC or lose concentration.

### Stone Meld

As an action, you into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for up to 8 hours. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonextraordinary senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast powers on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the power. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

### Storm Sphere

As an action, you concentrate and materialize a 20-foot-radius sphere of whirling air into existence centered on a point you choose within 150 feet. The sphere remains for up to one minute. 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 power 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 power 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 power using a power slot of 4th level, the damage increases increases for each of its effects by 1d6.

### Thunder Step

As an action, you instantaneously move to unoccupied space you can see within 90 feet in a bolt of lightning. Immediately after you move, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also move one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you perform this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d10.

### Tidal Wave

As an action, you materialize a wave of water that crashes down on an area within 120 feet. 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 failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, 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.

### Wall of Fire

As an action, you concerate and create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for up to one minute.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Each creature that ends its turn within 10 feet of or inside the wall takes an additional 5d8 fire damage. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

***At Higher Levels.*** When you cast this power using a power slot of 4th level, the damage increases by 1d8.

### Wall of Water

As an action, you concentrate and create a wall of water on the ground at a point you can see within 60 feet. 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 disperses after 10 minutes. 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. powers 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.

### Wall of Wind

As an action, you concentrate and create a wall of strong wind that rises from the ground at a point you choose within 120 feet. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for up to a minute.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Creatures in gaseous form can’t pass through it.

## Level 4 Powers (Unlocked at 9th Level)

### Cone of Cold

As an action, a blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this power becomes a frozen statue until it thaws.

### Combustion

As an action, you concentrate and cause one creature you can see within 90 feet to burst into flames. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target continues to burn for up to one minute. 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 4d6 fire damage on a failed save, and the power ends on a successful one.

If the damage from this power kills a target, the target is turned to ash.

### Control Water

As an action, you concentrate, and for up to 10 minutes, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this power. As an action on your turn, you can repeat the same effect or choose a different one.

**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the power ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

**Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the power’s area, and the separated water forms a wall to either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your power save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the power ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

### Control Winds

As an action, you concentrate and take control of the air in a 100-foot cube that you can see within 300 feet. Choose one of the following effects when you cast this power. The effect lasts for up to an hour, 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 you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it 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.
* **Updraft.** You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. 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.

### Ice Storm

As an action, you create a hail of rock-hard ice in a 20-foot-radius, 40-foot-high cylinder centered on a point within 150 feet. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

### Stoneskin

As an action, you concentrate and turn your flesh as hard as stone. Until the power ends, you have resistance to nonextraordinary bludgeoning, piercing, and slashing damage.

### Wall of Stone

As an action, you concentrate and materialize a wall of solid stone into existence at a point you choose within 120 feet. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this power to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.
If you maintain your concentration on this power for its whole duration, the wall becomes permanent and can’t be dematerialized. Otherwise, the wall dermaterializes when the power ends.

### Watery Sphere

As an action, you concentrate and materialize a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for up to a minute.

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 of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. 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, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, 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, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the power 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. The water then disperses.