Prerequisite: Prerequisite: The ability to cast at least one first level spell (or higher) of the chosen type
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Depending on the chosen Type you gain additional Spells or upgrades on certain Spells:
- Fire:
Homing: You learn the Fire Bolt Cantrip. If you already know the Fire Bolt cantrip, you've mastered the accuracy of your fire, you double your proficiency bonus on your spell attack rolls for that spell.
Burn: When one of your spells deals fire damage to a creature, you set the creature on fire. If the creature does not use an Action to put out the fire on it's next turn, it takes an additional 1d10 Fire damage. - Cold:
Slow: You learn the Frostbite Cantrip. If you already know the Frostbite Cantrip, you've mastered to minimize the temperature, the creatures speed is also reduced by 10 ft on failed saving throw.
Freeze: When one of your spells deals cold damage to a creature, you freeze the creature. The creatures movement is restricted, it has to succeed on a Constitution saving throw or cannot take any reactions until the start of it next turn. - Acid:
Compressed: You learn the Acid Splash Cantrip. If you already know the Acid Splash Cantrip, you've mastered to highly compress the acid, and can choose any amount of creatures within 10 ft of the target to be affected, instead of two creatures within 5 ft.
Dissolve: When one of your spells deals acid damage to a creature, you dissolve even metal. If the creature is wearing any non-adamantium and non-magic armor, the AC bonus is reduced by 2, until the equipment is repaired accordingly. This effect does not stack and can not reduce the AC under the natural AC. - Lightning:
Overload: You learn the Shocking Grasp Cantrip. If you already know the Shocking Grasp Cantrip, you've mastered to maximize the current output, you gain a 10 ft range to this spell instead of just touch.
Chained: When one of your spells deals lightning damage, the lightning tries to spread. Any target that is affected by the lightning damage of that spell or this effect spreads the lightning, dealing 1d4 additional lightning damage to any chosen creature within 5 ft of the affected creature that fails a Dexterity saving throw. A creature can only once take the 1d4 damage. - Thunder:
Overdrive: You learn the Thunderclap Cantrip. If you already know the Thunderclap Cantrip, you've mastered to increase the effectiveness of your sound, on a failed save any affected creature is also deafened until the end of it's next turn.
Shockwave: When one of your spells deals thunder damage, the push of the sound wave is immense. Any affected creature is pushed an addionally 5ft away from you.
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