You shoot out a beam of crackling, red Aggressium energy towards a creature within range, forming a sustained beam of energy between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 Force damage, and on each of your turns for the duration, you can use your action to keep the beam going and deal an additional 1d12 Force damage to the target. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
The Aggrobeam's targer can use their reaction to deflect the beam with a melee weapon, such as a sword or an axe, as long as the weapon is strong enough to not break under the beam's power (aka, assuming the weapon is not made of wood, or other materials of similair strength), taking half damage as they redirect the energy beam into the ground at their feet, but being unable to use their weapon to attack or perform other actions for as long as it is used to mitigate the Aggrobeam's impact.
The caster can chose to change the beam's target at the start of each of their turns. If another creature or object were to cross the path of the Aggrobeam, or if the beam were to pass over a new creature as it was being redirected to a new target, the creature the beam passes over must make a Dexteritry Saving Throw. On a failed save, they take the full initial damage of the beam, and half damage on a successful save.
To Hit: d20 + Proficiency Bonus + Constitution Modifier
At Higher Levels: The initial and continued damage increases by 1d12 at 5th, 11th, and 17th level.
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