Placing your hands on your throat and whispering the name of your chosen element from among fire, poison, acid, lightning, thunder and necrotic, you channel the power of the blood of archaic dragons pumping through your veins. For the duration of the spell, you may spend your action to expel a burst of your chosen element in the form of a narrow forward blast, reaching up to 20 ft away from you, hitting the first creature in the line. Additionally, if you chose to also spend your bonus action, you instead set forth a radial burst of the chosen element, affecting any creature in a 10 ft circle around you.
Any creature struck by the beam or wave must succeed on a DC 14 constitution saving throw or take 2d8 damage of the corresponding element and gain an effect condition dependant on the element of the attack.
Fire: burning (1d4 fire damage at the start of turn, ends if succeeds on a dc 10 constitution check made at the end of every turn while burning)
Poison: envenomed (1d4 poison damage at the start of turn and disadvantage on dexterity saving throws, ends on a dc 8 constitution check made at the end of every turn while envenomed)
Acid: corroding (-1 armor class and disadvantage on charisma checks, ends on a dc 12 constitution check made at the end of every turn while corroding)
Lightning: blinded (Disadvantage on attack rolls and saving throws against attacks, ends on a dc 10 constitution check made at the end of every turn while blinded)
Thunder: trembling (Disadvantage on concentration checks and movement speed reduced by 10ft, ends after 2 turns or when the creature falls prone)
Necrotic: marked (Vulnerability to radiant and necrotic damage, ends when the creature takes radiant or necrotic damage)
On a successful save the creature takes half the damage and does not receive the condition status.
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