Elemental Transmutation
Elemental Transmutation shapes a character's supernatural focus, training, and power set.
Power index
Elemental Transmutation Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Make a ranged power attack against one creature. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, or thunder damage, chosen when you use this power.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d8
- Type
- Variable
- Roll
- Attack

Create a harmless elemental effect within range: stir air, chill or warm an object, ignite or snuff a tiny flame, shape loose earth, move up to 1 gallon of water, or change a small sensory trace of one element into another.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Type
- Variable
Tier 1
4
When you take acid, cold, fire, lightning, or thunder damage, gain resistance to the triggering damage type until the start of your next turn. The next melee attack you hit with before then deals an extra 1d6 damage of the triggering type.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Effect
- 1d6
- Type
- Variable
- Roll
- Attack

Make a ranged power attack against one creature within range. On a hit, the target takes 13 (3d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 3d8
- Type
- Variable
- Roll
- Attack

Tier 2
4
When a creature you can see within range deals acid, cold, fire, lightning, or thunder damage, change that damage to another type from that list before damage is applied.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Type
- Variable

Touch one willing creature and choose acid, cold, fire, lightning, or poison. Until the effect ends, the target can use an action to exhale a 15-ft. cone. Creatures in the cone must make a DEX save, taking 10 (3d6) damage of the chosen type on a failed save, or half as much on a success.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Touch
- Duration
- Concentration, 1 Minute
- Effect
- 3d6
- Type
- Variable
- Save
- DEX

Choose acid, cold, fire, lightning, or thunder. Gain temporary hit points equal to 2d8 + your INT modifier. While you have these temporary hit points, you have resistance to the chosen damage type.
Tier 3
4
Choose acid, cold, fire, lightning, or thunder. Energy erupts in a 15-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 23 (5d8) damage of the chosen type on a failed save, or half as much on a success.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 5d8
- Type
- Variable
- Save
- DEX

Teleport to an unoccupied space within range that is adjacent to fire, water, ice, stone, metal, strong wind, smoke, or an active elemental effect. One creature within 5 ft. of your arrival space takes damage equal to your INT modifier; choose acid, cold, fire, lightning, or thunder.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- INT
- Type
- Variable / Teleportation

Tier 4
4
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, reduce the damage by 4d8 + your INT modifier and change any remaining damage to another type from that list.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 4d8 + INT
- Type
- Reduction / Variable

Choose one creature you can see within range and choose acid, cold, fire, lightning, or thunder. The target must make a CON save or lose resistance to the chosen type and take an extra 2d6 damage of that type the first time each turn it takes that damage.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 2d6
- Type
- Variable
- Save
- CON

Tier 5
4
Create a Large elemental spirit in an unoccupied space within range. Choose air, earth, fire, or water. When a creature enters the spirit’s space for the first time on a turn or starts within 5 ft. of it, it must make a DEX save, taking 36 (8d8) lightning, thunder, fire, or cold damage based on the chosen element on a failed save, or half as much on a success.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 10 Minutes
- Effect
- 8d8
- Type
- Variable
- Save
- DEX

Choose acid, cold, fire, lightning, or thunder. Damage of any other type from that list dealt inside the emanation becomes the chosen type. Hostile creatures that start their turn in the emanation take damage of the chosen type equal to your INT modifier.
- Action
- Action
- Use
- At-Will
- Range
- Self (20 ft.)
- Duration
- 1 Minute
- Effect
- INT
- Type
- Variable

Tier 6
4
Six elemental spheres orbit you. As a reaction when you take acid, cold, fire, lightning, or thunder damage, expend one sphere to gain resistance to that damage until the start of your next turn. As a bonus action, expend one sphere to make a ranged power attack against a target within 120 ft.; on a hit, it takes 10 (3d6) acid, cold, fire, lightning, or thunder damage.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Effect
- 3d6 / 6 spheres
- Type
- Variable / Resistance
- Roll
- Attack

When a creature you can see within range deals or takes acid, cold, fire, lightning, or thunder damage, change the damage to another type from that list and double or halve the damage before resistance or vulnerability is applied.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- Double / Half
- Type
- Variable

Tier 7
4
Choose two types from acid, cold, fire, lightning, and thunder. Energy erupts in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 22 (4d10) damage of each chosen type on a failed save, or half as much on a success.
- Action
- Action
- Use
- At-Will
- Range
- 150 ft.
- Duration
- Instant
- Effect
- 4d10 / 4d10
- Type
- Variable
- Save
- DEX

Your Elemental Transmutation powers ignore resistance to acid, cold, fire, lightning, and thunder damage. Once per turn when you deal one of those damage types, you may change it to another type from that list.
- Action
- Passive
- Use
- Constant
- Range
- Self
- Duration
- Permanent
- Type
- Variable

Choose acid, cold, fire, lightning, or thunder. Gain resistance to the chosen type, a movement mode tied to the element, and advantage on saves against effects that deal that type. You may change the chosen type as a bonus action while the effect lasts.
Tier 8
4Choose acid, cold, fire, lightning, or thunder. Gain immunity to the chosen damage type, resistance to two other types from that list, and a flying, swimming, burrowing, or climbing speed of 60 ft. based on the chosen element.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Resistance / Movement

Choose acid, cold, fire, lightning, or thunder. Energy detonates in a 50-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 55 (10d10) damage of the chosen type on a failed save, or half as much on a success.
- Action
- Action
- Use
- At-Will
- Range
- 150 ft.
- Duration
- Instant
- Effect
- 10d10
- Type
- Variable
- Save
- DEX

Tier 9
4
You are immune to one damage type of your choice from acid, cold, fire, lightning, or thunder after each long rest. Your Elemental Transmutation powers ignore resistance to all five types.
- Action
- Passive
- Use
- Constant
- Range
- Self
- Duration
- Permanent
- Type
- Resistance

Choose up to five creatures you can see within range. Assign acid, cold, fire, lightning, or thunder to each target. Each target must make a DEX save, taking 66 (12d10) damage of its assigned type on a failed save, or half as much on a success.
- Action
- Action
- Use
- At-Will
- Range
- 300 ft.
- Duration
- Instant
- Effect
- 12d10
- Type
- Variable
- Save
- DEX

When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, change the damage to another type from that list, then choose whether the creature has vulnerability, resistance, or immunity to that damage instance.
Tier 10
4
Choose one creature you can see within range and choose acid, cold, fire, lightning, or thunder. The target must make a CON save or become vulnerable to the chosen type and lose immunity and resistance to it for the duration. The target repeats the save at the end of each of its turns.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Minute
- Type
- Variable
- Save
- CON

When you or a creature you can see within range would take damage or fail a saving throw from an effect that deals acid, cold, fire, lightning, or thunder damage, reduce the damage to 0 or turn the failed save into a success. Then choose a creature within 60 ft. of the protected target; it takes 55 (10d10) damage of one type from that list.
- Action
- Reaction
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 10d10
- Type
- Variable / Protection











