Elemental Arrows (5e Spell)

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Elemental Arrows
1st-level Transmutation
Casting time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour on quiver or up to 1 minute on a single arrow


You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d4 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage) or you can use 1 action to cast the spell to do 1d6 elemental of your choice. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when eight pieces of ammunition have been drawn from the quiver. If you concentrate on one shot the next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition transforms into an elemental arrow. Make the attack roll as normal, The target takes 2d6 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage)or you can use 1 action to cast the spell to do 2d8 elemental of your choice on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 1d4 damage when it is element random, 1d6 damage when it is an element specified on a failed save, or half as much damage on a successful one. The piece of ammunition then returns to its normal form.

At Higher Levels. For quiver: When you cast this spell using a spell slot of 2nd level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 1st. For a single arrow: When you cast this spell using a spell slot of 2nd level or higher, the damage the spell increases by 1d6 to random, 1d8 to specified for each level above 1st, the AOE goes up to 1d6 to random, 1d8 to specified on 2nd spell slot, 3rd spell slot and higher adds extra 1d6 to random, 1d8 to specified.

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