1. Homebrew Rules

Elemental Form

Elemental Form

2nd level transmutation (Druid, Sorcerer, Warlock, Wizard)

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of the element you wish to transform to, a pinch of ashes, dirt, water or air) 

Duration: concentration, up to the start of your next turn. 

Your body transforms into a medium elemental shape of a pillar of fire, a stone statue similar to your shape, a whirling cyclone, or a water elemental. You retain all your game statistics and gain the following effects, movement, and resistances depending on the form you take:

Form

Movement

Resistances

Effects

Wind

Fly 60

Bludgeoning,

piercing, and slashing;

thunder; lightning

You can move through other creatures freely.

When you do so, a creature must succeed in a Strength saving throw or be pushed 5 feet in a random direction (once per turn per creature);

Stone

Walk 10

All damage

You are immune to poison and disease;

Your weight is increased by a factor of 5;

You have advantage on Strength saving throws and checks, and disadvantage on Dexterity saves and checks;

You gain 10 temporary hit points;

Fire

Fly 30 

Bludgeoning,

piercing, and slashing;

fire;

You can move through other creatures as if they were difficult terrain;

When you do so creatures must succeed in a Dexterity saving throw or suffer 2d6 fire damage (once per turn per creature);

Creatures attacking you suffer 1d6 fire damage;

Water

Walk 30

Swim 60

Bludgeoning,

piercing, and slashing;

acid;

You can move through other creatures as if they were difficult terrain;

When you do so they must succeed in a Strength saving throw or be knocked prone (once per turn per creature);


At Higher LevelsIf you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 minute. If you use a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes.