ABSORB ELEMENTS

Abjuration Level 1

STANDARD

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Components S
Duration 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Spell Variants & Exotic Components – level 1
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SPELL VARIANT #1

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Components S, M
Duration Concentration, 1 minute

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. The incoming energy may be acid, cold, fire, lightning or thunder damage.
You have resistance to the triggering damage type for the duration.
Any time an effect trigger the resistance you absorb and accumulate 1d4 damage of the triggered type. You can discharge the d4 damage of the triggered type by casting a spell that deal that same damage type. The spell ends when you discharge the absorbed damage for the first time or when the duration expires.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the absorbed damage increases by 1 for each slot level above 1st.
Components. Elemental Gem (any; not consumed), Obsidian worth 10 gp.