You call fourth the power of the elements and thrust your jewled handle forward causing a lance of (fire,lightning,acid,narcotic, or cold) damage to fire out for 20 feet, dealing 2d8 of the chosen damage. Every creature in range makes a Dex saving throw on a fail they take full damage.
When using fire the target is set on fire and takes an additional 1d8 damage at the start of there next turn
When using acid the target takes an additional 1d8 damage at the start of there next turn
When using necritic you regain the amount of damage you deal in hit points
When you use cold the target is frozen in place and there movement is zero for there next turn.
On a successful save they take half damage and you get no extra affect
* - (Jewled handle worth 250 gp)
Comments