You place brand a creature you can see within range. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack. Also, choose one damage type when you cast this spell, the additional damage is of that type and has additional effects listed below.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to brand a new creature.
Acid: If you choose this element the target takes additional acid damage equal to half your proficiency bonus rounded down at the start of its turn.
Cold: If you choose this element the target's movement speed is reduced by 10, if you use a spell slot of 3rd or above the target's speed is reduced by an additional 5ft.
Fire: If you choose this element the target subtracts half of your proficiency bonus rounded down from its attack rolls.
Lightning: If you choose this element hostile creatures within 10ft of the target take half the additional lightning damage as well.
Poison: If you choose this element whenever you successfully hit a branded target they must make a Con save against your spell save DC at the start of their turn or suffer the poisoned condition. The creature can make the saving throw again at the end of its turn.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
* - (A diamond worth 75 gp)Previous Versions
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