Choose a piece of equipment that you are carrying or wearing.
Until the end of the spell's duration, you gain the ability to shoot a magical beam of energy from that piece of enchanted equipment.
When you cast the spell, you can make a ranged spell attack against a creature within 60 feet of the equipment. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
As a bonus action on your turn, you can repeat the attack against a creature within 60 feet of it.
When you attack with this beam, you may also optionally choose one of the following: love/hate, justice/injustice, positive/negative, heaven/hell. They each carry different effects on a hit which are listed below:
Love/Hate. The beam deals an additional 1d6 psychic damage and the creature is forced to face their inner turmoil. Until the end of your next turn, the targeted creature subtracts 1d4 from any wisdom or charisma saving throw they make.
Justice/Injustice. The beam cages the targeted creature in loops of energy, restraining the creature and deals 1d4 non-lethal lightning damage at the beginning of each of their turns. At the end of each of their turns, that creature may make a strength check to break free from the restraints against your spell DC. Otherwise, the restraints last for 1 minute.
Positive/Negative. The beam does an additional 1d6 force damage and the targeted creature is pushed back 10 feet and must make a Dexterity saving throw against your Spell DC or fall prone.
Heaven/Hell. The beam targets up to 5 additional creatures within range. If you chose heaven, the damage is now radiant. If you chose hell, the damage is now necrotic.
Once you've chosen one of the effects above, the spell ends after the attack is made.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above the 2nd.
//Created for my homebrew artificer Vigilant subclass//
Comments