Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
S *
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Lightning

You build a charge while running and then release
it in a devastating electric punch. After casting this
spell, before the end of your next turn you can spend a bonus action to deliver the punch, which ends the  spell. The target must make a Dexterity saving  throw, taking 6d6 lightning damage on a failed save  or half as much damage on a successful save. The spell becomes more powerful if you move in a straight line toward your target immediately before delivering the punch. For every 5 feet moved this way, replace one of the damage dice with a d12. Make this substitution before rolling. If at least four dice are replaced this way, then a target that fails its save is also pushed 10 feet away from you and knocked prone.

At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - (a bit of fur and a rod of amber, crystal, or glass)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

GoldenBeardIsCool

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