You evoke elemental energies, shape them into a melee or ranged weapon of your choosing, and make an attack as part of your action. You are proficient with the elemental weapon for its duration, which remains in existence until dismissed (as a free action), or if it leaves your grasp for longer than one round. The weapon's specific appearance and elemental type must be chosen at the time of casting, but subsequent bonus actions can be used to reshape the elemental weapon into a different weapon. Use your spellcasting ability for attack and damage calculations.
- Ranged elemental weapons are summoned with ammunition, which materializes when you make an attack (e.g. an arrow manifests when you draw back its bowstring).
- Melee elemental weapons have the same properties as their material counterparts(e.g. versatile, thrown or reach), but are also composed of solid elemental energy.
- Elemental Arsenal deals 1d6 points of damage of the chosen elemental type, which increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Multiple Attacks: Features like Two-Weapon Fighting, or the Dual Wielding feat, allow you to wield an elemental weapon in each hand. However, you must use an action or bonus action in order to summon the second elemental weapon.
* - (pinch of sulfur, sand, bark, leaf, or a drop water.)Previous Versions
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Posted Jan 5, 2021this would work better as a 1st level spell
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Posted Jan 20, 2021This is definitely too powerful to work as a cantrip, but if one had to expend a spell slot, would definitely add. 9/10.
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Posted Jan 21, 2021Hello SuranneofEldath,
Thanks for the comment. I very much appreciate constructive criticism.
My players used earlier iterations of this cantrip in our campaigns, and it was absolutely overpowered.
I really though that I had nerfed it far too much at first.
I mean, whose going to chose to summon an elemental bow/crossbow/firearm that deals 1d6 starting elemental damage, when you can just as easily shoot a Fire Bolt that deals 1d10 (and far more at higher levels), and has a greater range, or a sword/spear/greataxe that deals 1d6 starting elemental damage, when the actual weapon deals so much more.
To my surprise, the versatility of the weapon & the ability to change form or even dismiss, allowed for some really fun roll playing developments with stealth and flavor. Different players got very creative in their choice/appearance of summoned weapon. I think that right now, we're in a place where the fun = power levels are relatively balanced.
I know at first glance it might seem too powerful, but I think if you try it for a while you'll find it pretty fun & relatively balanced.
That said, I always welcome creative input for future tweaks and improvements & you comment is appreciated.
Many Thanks,
-- Xanotoz
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Posted Jan 21, 2021Thanks for the detailed reply, Xanotoz! I have added this to my collection for testing.
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Posted Aug 19, 2021Might consider putting a list of damage types. As my players asked if they could also choose Radiant, necrotic, Force, psychic, and etc as their elemental damage.