You touch a weapon and imbue it with a damage type of your choice, granting it an additional 1d8 damage of that type. The wielder of the weapon also gains a bonus effect associated with the chosen damage type.
Fire
Scorching Fury: When the weapon deals fire damage, it ignites the target. At the start of the target’s next turn, they take an additional 1d4 fire damage unless they use their action to extinguish the flames.
Cold
Frostbite: When the weapon deals cold damage, the target's movement speed is reduced by 15 feet until the end of their next turn.
Lightning
Static Shock: When the weapon deals lightning damage, the wielder can force the target to make a Strength saving throw. On a failed save, the target is pushed 15 feet away.
Thunder
Resonating Strike: When the weapon deals thunder damage, it creates a deafening boom. The target must make a Constitution saving throw or be deafened for 1 minute.
Acid
Corrosive Coating: When the weapon deals acid damage, it weakens the target's defenses. The next attacks against the target before the end of your next turn have advantage.
Radiant
Blinding Flare: When the weapon deals radiant damage, the wielder can cause the weapon to emit a flash of light. The target must succeed on a Constitution saving throw or be blinded until the end of their next turn.
Psychic
Mind Fracture: When the weapon deals psychic damage, the target has disadvantage on its next Intelligence, Wisdom, or Charisma saving throw (chosen by the wielder) before the end of their next turn.
Force
Kinetic Impact: When the weapon deals force damage, the wielder can choose to knock the target prone if it is Large or smaller. The target must succeed on a Dexterity saving throw or fall prone.
Poison
Venomous Sting – Poisons the target, dealing 1d4 poison damage at the end of their turn if they fail a Constitution saving throw.
Necrotic
Siphoning Touch – Heals the wielder for 1d4 hit points when necrotic damage is dealt.
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