You call the primal power of the quintessence to fight on your side. You summon four elementals, which manifest in unoccupied spaces within range. The elementals use the Quintessence Spirit statblock, and each one has a different essence, which determines certain details of its statblock.
Each elemental grants you resistance to their essence damage type while it lives. While all four elementals live your concentration on this spell cannot be broken by damage, as the quintessence protects you.
When the spell ends, all remaining elementals disappear without triggering their Quintessence Blast, and any resistances you still have shared from them lasts until you finish a long rest.
This spell was discovered by Archmage Serendipity Runewhisper, and she is the only person who is known to be able to cast it.
The elementals are your allies and share your initiative count. They obey your verbal commands (no action required by you). If you do not issue any, it takes the Dodge action and uses its movement to avoid danger.
Quintessence Spirit
Large Elemental, Your Alignment
| Mod | Save | Mod | Save | Mod | Save | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 20 | +5 | +5 | DEX | 13 | +1 | +1 | CON | 17 | +3 | +3 |
| INT | 13 | +1 | +1 | WIS | 11 | +0 | +0 | CHA | 14 | +2 | +2 |
Myrmidon (requires 9th level spell slot): The elemental has +2 AC and 30 additional hit points.
Essence: Each elemental has a different essence. It gains the following trait, and its attacks deal the indicated damage type:
- Fire (fire): The elemental sheds bright light within a 30-foot radius, and dim light for an additional 30 feet.
- Water (cold): The elemental gains a 40ft swim speed.
- Earth (bludgeoning): The elemental gains a 20ft burrow speed.
- Air (lightning): The elemental gains a 80ft fly speed, and can hover.
Quintessence Blast: When the elemental reaches 0 hit points, it explodes in a storm of primordial quintessence. Dexterity Saving throw: your spell save DC, each creature in a 15-foot emanation from the elemental. Failure: The target takes 28 (8d6) damage of the elemental's essence damage type. Success: The target takes half damage only.
Actions
Multiattack (requires 9th level spell slot): The elemental makes two Slam attacks.
Slam: Melee or ranged weapon attack: your spell attack modifier to hit, reach 5ft or range 60ft. Hit: 18 (3d8+5) damage of the elemental's essence damage type, and the target is pushed back 10 feet.
Using a Higher-Level Spell Slot: If cast with a 9th-level spell slot, the elementals gain the Myrmidon and Multiattack traits.
- (a fused gem of ruby, sapphire, emerald, and amber, worth at least 5000gp)
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