Sealing Strike (5e Spell)
From D&D Wiki
|Casting time:||1 bonus action|
|Components:||V, S, M (a ranged weapon)|
|Duration:||Concentration, up to 1 minute|
You enhance a ranged weapon with an aspect of pure alignment. Choose one alignment when casting this spell(I.e lawful neutral, chaotic evil). On a hit, this incurs additional effects based on the alignment of the hit creature. A true neutral or unaligned creature is thus always unaffected.
- Good and Evil. If the target is evil and the weapon was infused with good, or vice versa, they take an additional 4d6 force damage. If they share an alignment, they have advantage against the save caused by the Law and Chaos, should it trigger.
- Law and Chaos. If the target is chaotic and the weapon was infused with law, or vice versa, they must make a Constitution saving throw or be stunned until the spell ends. At the start of their turn, they may reattempt the save, ending the effect on a success. If they share an alignment, they count as resistant to the damage dealt by Good and Evil, should it trigger.
If they are effected negatively by both, they instead take 5d6 force damage and have disadvantage on the Constitution saving throw.
At Higher Levels. When cast at 4th level or higher, it deals an additional 1d6 force damage for every level above 3rd.