Conjuration Level 1
STANDARD
Casting Time 1 bonus action
Range Self
Components V
Duration Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher LeveIs. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot leveI above Ist (to a maximum of 6d10).
Spell Variants & Exotic Components – level 1
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
The layout is made with TheHomebrewery CSS code.
Just have a look at the preview!
SPELL VARIANT #1
Casting Time 1 bonus action
Range Self
Components V, M
Duration Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of fiery thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher LeveIs. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot leveI above I st
(to a maximum of 6d10).
Components. Flask of Fire Elemental‘s essence (not consumed).
SPELL VARIANT #2
Casting Time 1 bonus action
Range Self
Components V, M
Duration Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of acid thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 acid damage on a failed save, or half as much damage on a successful one.
At Higher LeveIs. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot leveI above I st
(to a maximum of 6d10).
Components. Flask of Earth Elemental‘s essence (not consumed).
SPELL VARIANT #3
Casting Time 1 bonus action
Range Self
Components V, M
Duration Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of icy thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 cold damage on a failed save, or half as much damage on a successful one.
At Higher LeveIs. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot leveI above I st
(to a maximum of 6d10).
Components. Flask of Water Elemental‘s essence (not consumed).
SPELL VARIANT #4
Casting Time 1 bonus action
Range Self
Components V, M
Duration Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of electric thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 lightning damage on a failed save, or half as much damage on a successful one.
At Higher LeveIs. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot leveI above I st
(to a maximum of 6d10).
Components. Flask of Air Elemental‘s essence (not consumed).