Celestia 5e SRD
Elemental Blast Infusions
Name | Requirements | Ki Cost | Time to Use | Range | Duration | Effect |
Blade | Any | – | 1 Attack | Melee | Instant | You form a weapon with your blast, which is considered one handed, light, and finesse. It has all the same limits as your normal blast (one use per round, etc). |
Blinding | Fire | 1 | – | Self | Instant | The target of your blast must save against your DC or be blinded for 1 round per character level. |
Burning | Fire | 1 | – | – | Instant | If you hit the target they are set on fire, dealing 1d6 damage per turn until they use an action to put the fire out. |
Chain | Air | 1 | 1 Action | 30 feet | Instant | Your blast can arc and strike a new target within 30 feet of the last target. This requires a new attack roll, which if it hits can then arc to a new target again up to the number of your Proficiency Bonus as long as you keep hitting targets. If you miss at any point you cannot chain it anymore. |
Cloud | Air/Water | 1 | 1 Action | 120 feet | Up to 1 Minute | Your blast becomes a cloud you can center anywhere within 120 feet of you that covers a 20-foot-radius spread. This requires concentration to maintain and anyone entering or leaving this area takes damage. |
Cyclone | Air | 1 | 1 Action | 20 foot vortex | Up to 1 Minute | All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage. Dex save for half damage. This requires concentration to maintain and anyone entering or leaving this area takes damage. |
Draining | Any | – | 1 Action | 30 feet | Instant | Elementals and other creatures of your element of choice can be drained of energy on a successful hit with your blast. This recovers 1d4 Ki Points. |
Entangle | Air/Earth/Water | 1 | – | – | Up to 1 Minute | When you hit a creature with your blast you can entangle it (as the spell), for a number or rounds equal to your Proficiency Bonus. |
Explosion | Any | 1 | 1 Action | 120 feet | Instant | Your blast creates an explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. Anyone in this area takes your blasts damage, though can make a Dex save for Half. |
Extended | Level 6 | – | – | Self | Instant | Your blast can strike targets up to 120 feet away. |
Extreme Range | Level 11 | 1 | – | Self | Instant | Your blast can strike targets up to 520 feet away. |
Fan | Any | 1 | 1 Action | 15 foot cone | Instant | Your blast becomes a 15 foot cone, every target in that area must save against your DC and even on success takes half damage. |
Flurry of Blasts | Level 11 | 2 | – | Self | 1 Round | You can make as many blast attacks as your total number of attacks per action, rather than just one per action. |
Imbuement | Level 6 | 1 | Bonus Action | Self | Up to 1 Minute | You can imbue your weapon with your blasts power, you add your blasts damage to a single attack per turn. |
Knockdown | Air/Earth/Water | 1 | – | Self | Instant | The target of your blast much save against your DC or be knocked prone. |
Penetrating | Level 6 | 1 | – | Self | 1 Round | Your blast can ignore elemental resistance. |
Pulling | Any | 1 | – | Self | Instant | A successful hit with your blast pulls the target up to 10 feet toward you. |
Pushing | Any | 1 | – | Self | Instant | A successful hit with your blast pushes the target up to 10 feet away from you. |
Slick | Water | 1 | 1 Action | 30 feet | Up to 1 Minute | Your blast leaves behind slippery water or ice that has the same effect as the Grease spell. |
Snake | Any | 1 | – | Self | Instant | You can direct your blast around objects allowing it to avoid cover or even go around corners. |
Spray | Air/Water | 1 | 1 Action | 30 foot cone | Instant | Your blast can cover a 30 foot cone, every target in that area must save against your DC and even on success takes half damage. |
Torrent | Level 6 | 1 | 1 Action | 30 foot line | Instant | Your blast can strike all foes in a 30-foot line. |
Trap | Level 6 | 1 | 1 Action | Melee | Up to 10 Minutes | You can turn your blast into a trap, infusing the ground or an object with energy. Whoever triggers the trap must save against your DC or takes your blasts worth of damage. |
Tremor | Earth | 1 | 1 Action | 20 foot radius | Instant | You send a tremor through the ground or other solid surface with which you are in contact covering 20-foot radius centered around you. This causes damage unless creatures around you make a Dex saving throw for half. It does not hit airborne targets, but does strike underground targets. It also creates an area of difficult Terrain around yourself. |
Wall | Level 11 | 4 | 1 Action | 30 feet | Up to 10 Minutes | You create a wall of your blasts element that appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. This acts as partial cover and any creature which was in the walls space when it was created or tries to cross it automatically takes half your blast in damage. |
Whip | Level 6 | – | 1 Attack | 10 feet | Instant | You form a long tendril with your blast. This works like the Blade Infusion, except it has reach. |