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The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
- Acid. Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent d4s. Generally features Dexterity saving throws.
- Cold. Cold spells deal less than other types of spells, often using d8 damage dice they tend to debuff the target, slowing them, restraining them, or leaving difficult terrain.
- Earth. In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.
- Fire. Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage.
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Elemental. Search Results. All Results. Characters. Compendium. Spells. Items. Monsters. Vehicles. Forums. Returning 35 results for 'Elemental'. Fire Elemental. Monsters. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
You've encountered one of Dungeons & Dragons' most iconic elemental creatures – the air elemental. From harmless dust devils to building-sized elder tempests, air elementals invoke the wrath of storms. They appear throughout D&D's history, originating in the Elemental Plane of Air yet often summoned or encountered on the material plane.
Their area of specialization focuses on spells involving one of the four prime elements: air, earth, fire and water. Every elementalist must choose one element as his specialty. He may learn and cast spells relating to his chosen element and gains advantages when doing so.