
Prerequisite: Spellcasting or Pact Magic class feature
You have explored the mysteries of one of the energies of your magic, gaining you the following benefits:
- This feat can be taken multiple times, but you must choose a different damage type each time.
- Choose one damage type from the table below. You apply half your proficiency bonus to your spells' damage rolls of the chosen type.
- Whenever a creature rolls a 1 on the d20 for a saving throw from a spell you cast that deals damage of the chosen type and it fails the save, the spell inflicts a special effect on it. If you critically hit a creature with a spell attack from a spell you cast that deals damage of the chosen type, the spell also inflicts the special effect on the target. The special effect depends on the damage type, as shown in the table below:
Damage Type | Special Effect |
---|---|
Acid | The target grants enemies advantage on attacks made against it until the end of its next turn, and if it wears nonmagical armor, that armor is corroded and loses 3 AC permanently. |
Cold | The target is restrained until the start of its next turn, and has its speed reduced by half until the end of its next turn. |
Fire | The target is lit ablaze. It takes fire damage equal to your proficiency bonus at the start of each of its turns until a creature takes an action to douse the fire. |
Lightning | The target is knocked prone and is unable to take reactions until the end of its next turn. |
Necrotic | The target can't regain hit points until the end of its next turn, and if the target isn't an undead or a construct, you gain temporary hit points equal to your proficiency bonus. |
Poison | The target is poisoned until the end of its next turn. If it was already poisoned, it becomes paralyzed until the start of its next turn instead. |
Psychic | The target is frightened of you or charmed by you (your choice) until the end of its next turn. |
Radiant | The target has disadvantage on attack rolls that rely on sight until the end of its next turn. |
Thunder | The target is deafened until the end of its next turn, and you can choose to push the target up to 15 feet away from you. |

Quick Question, will the player have to add the effects to the character sheet? Along with the proficiency bonus damage increase?
Just curious because I know spells like elemental adept have multiple different versions you take.
No biggie either way, I'm just wondering before I pitch the idea to my DM.
You might have to add some bonuses yourself, unfortunately. Some homebrew mechanics have limitations in D&D Beyond.