When you cast this spell, choose one of the following: Radiant, Necrotic, Fire, Water, or Acid. The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates an elemental blast of energy. In addition to the normal effects of the attack, the target suffers the following effects based on the element you chose.
Radiant: On a hit the target suffers the weapon attack’s normal effects and takes an additional 1d6 radiant damage. Additionally, the target and each creature within 5 feet of it must make a dexterity saving throw or take an additional 1d6 of radiant damage.
Necrotic: On a hit the target suffers the weapon attack’s normal effects and takes an additional 2d6 necrotic damage. Additionally, the target must succeed on a Wisdom saving throw or be frightened until the end of the casters next turn.
Fire: On a hit the target suffers the weapon attack’s normal effects and takes an additional 1d6 fire damage. Additional, the target and each creature within 5 feet of it must make a dexterity saving throw or take an additional 1d6 of fire damage.
Water: On a hit the target suffers the weapon attacks normal effects and takes an additional 2d6 cold damage. Additionally, the target must succeed on a Constitution saving throw or have its movement halved until the start of your next turn.
Acid: On a hit the target suffers the weapon attacks normal effects and takes an additional 2d6 acid damage. Additionally, the target must succeed on a Constitution saving throw or have its AC reduced by 1.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage of the attack increases by 1d6 for each slot level above 1st.
Spell Lists: Ranger
Previous Versions
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