Choose one of the following elemental types: acid, cold, fire, lightning, necrotic, poison, radiant, thunder. You aim down the sights of the firearm used in the spell's casting and make a ranged weapon attack. On a hit, the target suffer's the weapon attack's normal damage, accept the damage type is changed to the elemental type you chose during the casting of the spell. In addition, the attack has another effect depending on the element you chose:
Acid: The target must succeed on a Dexterity saving throw or take extra acid damage equal to your spellcasting ability modifier on your next turn.
Cold: The target must succeed on a Strength saving throw or be paralyzed until the start of your next turn.
Fire: Every creature within 5 feet of the initial target must succeed on a Dexterity saving throw or take fire damage equal to half your spellcasting ability modifier (minimum 1).
Lightning: Another creature within 20 feet of the initial target must succeed on a Dexterity saving throw or take lightning damage equal to your spellcasting ability modifier.
Necrotic: The target must succeed on a Constitution saving throw or be unable to regain hit points until the start of your next turn.
Poison: The target must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
Radiant: The target must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Thunder: The target must succeed on a Constitution saving throw or be deafened until the start of your next turn.
This spell's damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d6 (your chosen element) damage, and the extra damage dealt by the acid, fire, and lightning elemental choices increases to 1d6 + your spellcasting ability modifier. These damage rolls increase by 1d6 at 11th level (2d6) and 17th level (3d6).
* - (a firearm)Previous Versions
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