These effects are applied to their corresponding elemental damage types. These effects do not apply to targets who are resisted or immune to the corresponding element but any target who is vulnerable or suffers a critical hit to the element damage type take either double the applied effect or have disadvantage on any ability checks/saving throws associated with the element. The saving throw DC equals 10 or half the damage the target takes, whichever number is higher.
Fire Damage- target must make a constitution saving throw and on a fail have disadvantage on any following ability check and saving throws until the end of their turn as they are distracted by burns suffered from the fire damage.
Cold Damage- on each hit of cold damage the target gets a level of frost as they become encrusted with ice or becomes chilled. 1 level of frost= reduce movement speed by 10 feet, 2 levels of frost= another reduced movement of speed of 10 feet and the target can not take any reactions, 3 levels of frost= movement speed reduced by an additional 10 feet and can either use a bonus action or action on their turn but not both, 4 levels of frost= the target becomes restrained. Levels of frost are lost when a target goes one full round without suffering additional cold damage or hit by fire damage.
Poison Damage- target must make an intelligence saving throw in order to determine if they have any knowledge and/or methods on counteracting or nullifying the effects of the poison. On a fail the target suffers the effects of the poison condition and has disadvantage on any constitution saving throws. At the end of a target's turn they can make a constitution saving throw in order to try and physically overcome the effects of the poison.
Acid Damage- a target must make a dexterity saving throw in order to quickly remove the acid from them and on a failed save have their AC reduced by 1.
Lightning Damage- must make a constitution saving throw to try and overcome the effects of lightning coursing through their form. On a failed save the target can not use any reactions for one round. On a critical hit the target automatically loses the ability to use any reactions for one round and on a failed saving throw the target is parylyzed until the start of their next turn.
Thunder Damage- due to the explosive loud sound the target is deafened for one round. targets with the keen hearing trait take double damage.
Psychic Damage- concentration saving throws against this damage are made with disadvantage as the damage affects their mind. Target must make an intelligence saving throw as the damage scrambles their thought process and as such on a failed save can not speak until the end of their turn.
Radiant Damage- the light is so bright that it affects the target's vision. target must make a constitution saving throw and on a failed save are blinded until the end of their turn. targets with sunlight sensitivity automatically fail this saving throw.
Necrotic Damage- the necrotic energy drains the energy from your body. target makes a constitution saving throw and on a fail the target has disadvantage on any dexterity and strength checks for one round.
Force Damage- powerful pure magical energy slams into or pulls a target. A target must make a strength saving throw and on a fail are pushed or pulled (your choice) 5 feet away or forward. On a critical hit the target is automatically pushed or pulled (your choice) 5 feet away or forward and on a failed strength check are knocked prone.
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