Elementalism
Elementalism is a cantrip transmutation cantrip in D&D 5e (2024 rules), available to the Artificer, Druid, Sorcerer, Wizard. Casting time: Action. Range: 30 feet. Duration: Instantaneous.
- Level
- Cantrip
- School
- Transmutation
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
Description
You exert control over the elements, creating one of the following effects within range. Aerial Chill. You create a harmless burst of cold wind. Each creature in a 5-foot Cube within range briefly shivers. Cascading Embers. You create a harmless cascade of sparks. Each creature in a 5-foot Cube within range briefly glimmers with light. Shifting Earth. You cause dirt or sand to move in a harmless pattern. It might depict shapes, shift colors, or shake slightly. Tide Drift. You create a harmless trickle of water. It pools on level ground and flows along inclines. Magical Flare. You cause a magical element to appear briefly. It might be a faint flash of light, a brief gust of wind, a gentle tremor, or a soft splash.
Classes that can cast Elementalism
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