Eldritch Master (5e Feat)

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Eldritch Master

Prerequisites: Eldritch Blast Cantrip
Whenever you cast the Eldritch Blast cantrip, you can choose to modify the beams with one of the following effects:

  • Each beam deals fire damage instead of force, and can ignite small flammable objects, such as tinder or paper.
  • Instead of an attack roll, each target makes a dexterity saving throw. On a failed save, the target takes 1d8 cold damage and have their movement speed reduced by 10ft until the end of their next turn. On a successful save, the target takes half damage and no other effects occur.
  • Instead of an attack roll, each target makes a dexterity saving throw. On a failed save, the target takes 1d4 radiant damage and are blinded end of their next turn. On a successful save, the target takes half damage and no other effects occur.
  • Instead of an attack roll, each target makes a constitution save. On a failed save, the target takes 1d6 thunder damage and cannot take reactions until the end of their next turn. On a successful save, the target takes half damage and no other effects occur.
  • Instead of beams, the cantrip creates a volatile force of corrosive acid. All creatures in a 15ft cone (self) make a constitution saving throw, taking 1d4 acid damage per beam on a failed save, or half of that on a successful one.
  • Instead of beams, the cantrip creates a disruptive wave of psychic energy. All creatures in a 15ft cone (self) make a wisdom saving throw, taking 1d4 psychic damage per beam on a failed save, or half of that on a successful one.
  • Instead of beams, the cantrip generate a single line of crackling, electric energy. All creatures in a 30ft line (self) make a dexterity saving throw, taking 1d4 lightning damage per beam on a failed save, or half that on a successful one.
  • If your eldritch blast has effects, such as pushing or slowing, you may impose them to a maximum of 1 creature per beam

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