Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
(5 ft. )
Components
S, M *
Duration
1 Round
School
Enchantment
Attack/Save
Melee
Damage/Effect
Acid
You brandish your weapon with chaotic energy, and the weapon becomes enchanted with a random damage type and bonus effect. Roll a d8 dice and use the number rolled on that die to determine the spell attack’s damage type (as shown below). Once at 5th level and beyond, you should roll the damage die and select the damage type from the dice rolled.
On a hit, the target suffers the attack's normal effects, plus an additional 1d4 damage of this spells random damage type and bonus effect (as shown below).
Starting at 5th level the damage increases to 1d8 and then increases to 2d8 at level 11 and 3d8 at level 17.
| D8 | DAMAGE TYPE and extra effect |
|---|---|
| 1 | Acid : Target is also covered in acid taking 1d4 damage for 1 minute, or until the target/ally uses an action to wipe it off. |
| 2 | Cold : Target is also chilled and has their speed reduced by 10 feet for 1 minute. |
| 3 | Fire : Flames hit the target and then jumps to a creature you choose within 5 feet of the target |
| 4 | Force : Target is pushed back 10 feet (if space allows and No opportunity attacks from this) |
| 5 | Lightning : An arc of lightning hits the target and then jumps to a creature you choose within 10 feet of the target |
| 6 | Poison : Target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute |
| 7 | Psychic : Target must succeed on a DC 15 Intelligence saving throw or it has to subtract 1d4 from the next saving throw it makes before the end of you next turn. |
| 8 | Thunder : Target must succeed on a DC 15 Dexterity saving throw or gets pushed back 5 feet and knocked prone. |
* - (a melee weapon worth at least 1 sp)
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