You point your finger, and the creature that damaged you is momentarily engulfed by elemental energy. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage of the type of your drake's Draconic Essence trait. Additionally, the creature suffers a secondary effect depending on the type of damage it took (detailed below). On a successful save, the creature takes half as much damage and suffers no additional effects.
- Acid: Corrosive acid saps away the creature's defenses, making it susceptible to follow-up attacks. The next attack roll made against this creature before the end of its next turn has advantage.
- Cold: Rising shards of ice form around the creature, slowing it down. The creature's speed is halved until the end of its next turn.
- Fire: Searing flames envelop the creature, distracting it. The creature has disadvantage on the next attack roll it makes before the end of its next turn.
- Lightning: Lightning courses through the creature's body, causing involuntary spasms. The creature can't take reactions until the start of its next turn.
- Poison: Poisonous fumes penetrate the creature's mind, bending it to your will. The creature is charmed by you until the end of its next turn or until you do anything harmful to it.
If your drake has died or is otherwise not summoned, you don't have a type for your drake's Draconic Essence, and you can't cast this spell until you summon it again.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
* - which you take in response to a creature within 60 feet of you that you can see damaging you or your Drake Companion.Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/10/2024 8:54:53 PM
|
18
|
1
|
2
|
Coming Soon
|
Comments