When you first learn this spell you choose a single type of elemental damage form the following list: acid, cold, fire, lightning, poison, or thunder. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapons normal damage, and your chosen type of elemental damage from the arcane energy. The creature takes arcane damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, you can choose a second type of elemental damage in addition to your first and the attack deals is increased arcane damage equal to 1d8+ your spellcasting ability modifier. The damage roll increases by 1d8 again at 11th level and 17th level, and at each level you can add another type of elemental damage.
Progression Table: levels 1-4: 1 type of arcane energy, ability modifier damage. levels 5-10: 2 types of arcane damage, 1d8 + ability modifier damage. levels 11-16: 3 types of arcane damage, 2d8 + ability modifier damage. levels 17+: 4 types of arcane damage, 3d8 + ability modifier damage
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