Absorb Kinetics (5e Spell)

From D&D Wiki

(Redirected from Absorb Kinetics)
Jump to: navigation, search
Absorb Kinetics
2nd-level Abjuration
Casting time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage.
Range: Self
Components: S
Duration: 1 round


You absorb some of the physical energy imparted upon you and store it for your next melee weapon attack. You have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Also, the first time you hit with a melee weapon attack on your turn, your weapon deals an additional 2d8 damage, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.

3.00
(one vote)

Home of user-generated,
homebrew pages!


Advertisements: