You evoke eldritch 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 eldritch 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 must be chosen at the time of casting, but subsequent bonus actions can be used to reshape the eldritch weapon into a different weapon. Use your spellcasting ability for attack and damage calculations.
- Ranged eldritch weapons are summoned with ammunition, which materializes when you make an attack (e.g. an arrow manifests when you draw back the bowstring).
- Melee eldritch weapons have the same properties as their material counterparts (e.g. versatile, thrown or reach), but are composed of solid elemental energy.
- Eldritch Arsenal deals 1d6 points of force damage, 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 eldritch weapon in each hand. However, you must use an action or bonus action in order to summon the second eldritch weapon.
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