It reads "The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6damage of that type."
Am I understanding this correctly, that during each players turn in the initiative they can all individually deal this extra 2d6 damage? Assuming of course that they each have a source of damage that can do so. Thanks in advance!
Yes, each player can do the extra damage for elemental bane on their turn provided they (or some effect) somehow cause that type of damage during their turn.
Also, Tooltip thread to see how to link spells and other things so they're easier to look at.
If you have something that applies damage during other turns, those will also be affected, as well. Like if you throw an oil (flask) on the ground and light it and force your target to stay in the fire, they will also take that additional damage at the end of their turn as well.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Not really. takes the entire party planning to use that one element to be truly worthwhile, otherwise it is sub-par. 4th level spell, doing 2d6 extra damage over time, with concentration, negated entirely by a Con save (most common for the creatures with large hitpoints). To make this really work you need at least 2 people doing that same damage type.
Evard's is a 4th level spell with a Dex save to do 3d6 each round AND restrain them. Yeah it can free itself - at the cost of an action and a successful another save.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Here's a quick link to the spell ---> https://www.dndbeyond.com/spells/elemental-bane
It reads "The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type."
Am I understanding this correctly, that during each players turn in the initiative they can all individually deal this extra 2d6 damage? Assuming of course that they each have a source of damage that can do so. Thanks in advance!
You are correct.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Thank you!
Yes, each player can do the extra damage for elemental bane on their turn provided they (or some effect) somehow cause that type of damage during their turn.
Also, Tooltip thread to see how to link spells and other things so they're easier to look at.
If you have something that applies damage during other turns, those will also be affected, as well. Like if you throw an oil (flask) on the ground and light it and force your target to stay in the fire, they will also take that additional damage at the end of their turn as well.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
It's a shame Sorcerers don't get access to it. That would make Dragon Bloodline Sorcerers with Elemental Adept absolutely terrifying.
Not really. takes the entire party planning to use that one element to be truly worthwhile, otherwise it is sub-par. 4th level spell, doing 2d6 extra damage over time, with concentration, negated entirely by a Con save (most common for the creatures with large hitpoints). To make this really work you need at least 2 people doing that same damage type.
Evard's is a 4th level spell with a Dex save to do 3d6 each round AND restrain them. Yeah it can free itself - at the cost of an action and a successful another save.