Level
Cantrip
Casting Time
1 Action
Range/Area
Self (5 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect

As an action, on your turn, you can surround yourself with electricity like a defense mechanism. All creatures in a 5ft radius around you must make a Dex save against your spell save DC or risk being electrocuted. Creatures who fail the save take 2d6 lightning damage, and half as much on a success.

The damage increases by an additional 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Variant rule if casting while in water. Or if DM wishes to make this ruling: If you cast this cantrip while in/ submerged in water you must make a Con save against your spell save DC. On a success you take no damage, but on a fail you take half. Additional, the radius of this spell increases to 10ft rather than 5 since water is a natural conductor. (Again, ask DM to see if they’re willing rules this.)

* - (A copper wire that had electricity running through it at some point.)

Available For: Wizard (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Cleric (Legacy) - Tempest Domain (Legacy) Druid (Legacy) - Circle of the Land (Legacy) Sorcerer (Legacy) - Storm Sorcery Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

IsaaTheWonderer

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