Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Force

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 damage. The damage type is determined by your patron (If you are casting this and are not a Warlock, the damage type is force). Additionally, the blast causes an extra effect on a hit, also determined by your patron (If you are casting this and are not a Warlock, the creature suffers an effect randomly determined by the Wild Magic Surge table). 

Archfey: During the attack roll, roll a d4. On a 1, the blast deals Radiant damage. On a 2, the blast deals Fire damage. On a 3, the blast deals Lightning damage and on a 4 the blast deals Cold damage. On a hit, the creature must make a dexterity saving throw (DC is equal to your spell save DC) or become blinded, as its vision is now obscured by a shroud of flowers, soil, leaves, or snow. 

Fiend: When you get this cantrip, choose Fire or Thunder. Your blast will deal this damage type from now on. On a hit, the creature must make a strength saving throw (DC is equal to your spell save DC). On a fail, the creature is repelled a number of feet equal to your level times five, in the opposite direction from where it was hit. 

Great Old One: When you get this cantrip, choose Psychic, Acid, or Force. Your blast will deal this damage type from now on. On a hit, the creature must make an intelligence saving throw (DC is equal to your spell save DC) or be magically dragged a number of feet equal to your level times five towards you.

Celestial: When you get this cantrip, choose Radiant or Piercing. Your blast will deal this damage type from now on. On a hit, the next time the creature makes an attack roll, they automatically fail, and take 1d4 radiant damage + fire damage equal to your level, and succeed on a constitution saving throw (DC is equal to your spell save DC) or be blinded, as bright flames blast from their weapon, searing their faces. 

Hexblade: When you get this cantrip, choose the type of damage your Hexblade Weapon deals, or Necrotic. Your blast will deal this damage type from now on. On a hit, you can choose to inflict your hexblade curse on that creature, regardless if you have already used it before resting. To inflict this cure, you must succeed in an Arcana (Charisma) check (DC is equal to the creatures wisdom score plus their charisma modifier). 

Undying: When you get this cantrip, choose Necrotic or Cold. Your blast will deal this damage type from now on. On a hit, the creature must make a constitution saving throw (DC is equal to your spell save DC). If they fail, you gain 1d4 +1 hit points (Minimum of 2), and the damage type they take changes to Necrotic if it was originally Cold. 

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Spell Tags: Damage

Available For: Warlock (Legacy)

FreetheFab

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