Level
4th
Casting Time
1 Bonus Action Ritual
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Acid

You call forth elemental acid in the shape of a club or mallet in your hand. This magical weapon lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d8+Spellcasting Modifier acid damage on a hit and has the finesse, light, and thrown properties (range 30/60). In addition, when you throw the weapon each creature within 10 ft. of the target must make a Dexterity saving throw or take 2d8 acid damage (including the attacked creature). 

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the weapon to reappear in your hand.

If you perform the spell as a ritual and have an alternate component (a brass club wrapped in giant slug hide) the spell lasts for 8 hours and does not require concentration but if you are to roll a Natural 1 on an attack roll the weapon erupts dealing 8d8 acid damage to all creatures within 10 ft. of you and ending the spell. (This feature is setting specific to my homebrew campaign)

At Higher Levels. When you cast this spell using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a 7th- or 8th-level spell slot, the damage increases to 5d8. When you cast it using a spell slot of 9th level or higher, the damage increases to 6d8. At these different casting levels the damage from the additional thrown effect also increases by 1d8.

* - (A vial of arsenic)

Spell Tags: Creation Damage Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

GannonAlbrecht

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