This section holds all of the mechanics that haven't been finalized and as such are subject to change on a regular basis.
9th level spell Transmutation - Druid, Sorcerer, Wizard
1 Action
Self
V, S, M (Something from the 4 elemental planes)
10 Minutes
You draw on the boundless raw energies of the elemental planes to bolster your body. You gain the following benefits for the duration of the spell:
You gain 150 temporary hit points. If you lose these hit points before the end of the spell, the spell ends early.
You can take two additional actions on each of your turns. These actions follow the restrictions of Extra Action. If you have a feature that grants extra actions, you ignore that feature.
You gain +2 to your AC.
You gain +30 ft to your speed.
You summon a mote of energy that takes the form of any weapon of your choice. This Elemental Weapon counts as a +2 magic weapon that you are proficient in, gains the signature property of the chosen form, uses your spellcasting modifier for attacks and damage rolls, and deals 3d8 instead of the normal damage dice (type determined by your chosen element.)
Additionally, immediately after casting this spell, choose an element listed below and gain the benefits associated:
Water. (Cold) Immediately after dealing damage with your Elemental Weapon, choose a creature within 30 ft of you. That creature regains an amount of hit points equal to the damage dealt.
Earth. (Force) When you take non magical damage, you reduce it by your spellcasting modifier. Additionally, when you take any damage, you can use your Reaction to reduce that damage to 0.
Fire. (Fire) Whenever you hit with an attack using your Elemental Weapon, you can cause a 15 foot cone of fire to erupt out of the target. All creatures in the cone except for the target take 2d6 fire damage.
Air. (Lightning) You gain a flying speed equal to your walking speed and your movement doesn't provoke opportunity attacks. If you already have a flying speed, it increases by 30 ft.
As an Action, you can change your Element and Elemental Weapon's form.
When you are hit with a melee attack by a creature you can see, you can use your reaction to increase your armor class against that attack by an amount equal to Your Dexterity Modifier, potentially causing the attack to miss. You can use this Mastery a number of times equal to your Proficiency Bonus, recovering all expended uses at the end of a short or long rest.
Hit Dice: 1d_ per Class level
Hit Points at 1st Level: 3d_ (3x high avg) + your Constitution modifier
Hit Points at Higher Levels: 1d_ (or high avg) + your Constitution modifier per Class level after 1st
Ex. Cleric (having a d8 hit die) would gain 3d8 (3x 5, or 15) + Con mod at 1st level