You channel elemental energy into a weapon you are holding. Choose one damage type: acid, cold, fire, lightning, poison, or thunder.
As part of casting this spell, you must make a melee or ranged weapon attack with a weapon you are proficient with. On a hit, the attack deals its normal damage, and the target takes an additional 1d4 damage of the chosen type.
If the attack misses, the spell fails and has no effect.
On a hit, you can cause the weapon to briefly flare with elemental energy, shedding dim light in a 5-foot radius until the start of your next turn.
At Higher Levels
5th Level — Minor Elemental Effects
The extra damage increases to 2d4, and each element gains a minor rider effect:
Acid: Target takes 1d4 acid damage at the start of its next turn.
Cold: Target’s speed is reduced by 10 feet until the start of your next turn.
Fire: Target takes 1d4 fire damage at the start of its next turn.
Lightning: Target cannot take reactions until the start of its next turn.
Poison: Target has disadvantage on its next attack roll before the end of its next turn.
Thunder: Target is pushed 5 feet away from you.
11th Level
The extra damage increases to 3d4.
17th Level — Major Elemental Effects
The extra damage increases to 4d4, and the elemental effects become stronger:
Acid: Target takes 2d4 acid damage at the start of its next turn, and its AC is reduced by 1 until then.
Cold: Target’s speed is reduced to 0 until the start of your next turn.
Fire: Target takes 2d4 fire damage at the start of its next turn and sheds bright light in a 10-foot radius (no invisibility).
Lightning: Target cannot take reactions and has disadvantage on Dexterity saving throws until the start of its next turn.
Poison: Target is poisoned until the end of its next turn.
Thunder: Target is pushed 10 feet away and must succeed on a Strength save or be knocked prone.
Previous Versions
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Coming Soon
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