Conjure Elemental Weapon (5e Spell)
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|Casting time:||1 bonus action|
|Components:||V, M (the hilt or shaft of a weapon)|
You can learn this cantrip multiple times. Each time you do, choose a melee weapon you have proficiency with that isn't a lance and doesn't have the Heavy or Two-Handed properties for the weapon's type, and choose acid, cold, fire, lightning, or thunder for the weapon's damage. From that point onward, the spell's name is determined by your choices. (Eg. Conjure Acid Spear or Conjure Flame Whip)
You touch the hilt or shaft of a weapon, or an appropriate substitute, and conjure an elemental manifestation of the weapon's missing pieces such as the blade or spearhead. The weapon shares properties with the normal version, deals damage of the spells type, and you can use a d6 for the weapon's damage die. The spell ends early if you let go of the weapon.
At 5th level, you can use a d8 for the weapon's damage die. At 11th level, you can use a d10, and at 17th level you can use a d12.
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- The material component of the spell is the grip of the weapon, and your ability to substitute it with a spellcasting focus is limited to what can reasonably serve as the grip to the weapon. For example, you could not use a rod or a staff to conjure a dagger or sword, nor could you use a wand to conjure a quarterstaff or a spear. A warhammer or similar weapon could be conjured with a wand or rod. Otherwise, any sturdy object of appropriate size will suffice.