Level
1st
Casting Time
1 Reaction *
Range/Area
Self
Components
S
Duration
1 Round
School
Abjuration
Attack/Save
None
Damage/Effect
Acid (...)

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d8 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.

- To be used in the DND 5e: Zec Edition and is not legal in regular DND or AL games. (Buffed because it was too weak)

* - which you take when you take acid, cold, fire, lightning, or thunder damage

Spell Tags: Damage Warding

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Evi1NoOb

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