You swirl your hands in a circle in front of you and recite a chant. Choose a type of elemental damage: Acid, Cold, Fire, Lightning, Necrotic, or Radiant. Your hands are imbued with that type of element and glow the according color. Any time you hit with an unarmed strike until the spell ends, you add an extra 1d4+(your spellcasting ability modifier) to each hit.
At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the damage per hit is increased by a 1d4 for each slot level higher than 1st. For example, using a slot of 3rd level would increase the damage to 3d4+(your spellcasting ability modifier). Also, as you cast this spell using a 4th level spell slot, you can imbue each hand with a different element. For example, you can have your right hand imbued with Cold damage and your left hand with Fire damage. As for casting this using a slot of 7th level, you can then imbue your feet individually with different elementals as well. If the caster uses this spell with a 9th level spell slot, they must make an Intelligence saving throw against their own Spell Save DC. On a failed save, they take 1d4 for each limb imbued with this spell along with their respective damage types. On a successful save, the damage dice change from d4 to d6, and the caster can make bonus actions to strike with all limbs imbued with this spell.
"His fists glowed with the polarity of ice and flame as his kicks trailed with the streaks of energy of black and white. The gladiator horde stood no chance in the arena, and I doubt they would survive out of it either. Just as planned".
~Amazerali, an arcane and combat specialist
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