Elemental Edge (5e Spell)

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Elemental Edge
Transmutation cantrip
Casting time: 1 bonus action
Range: Touch
Components: V
Duration: 1 minute

Your spell sends traces of your magic into the edge of a weapon and causes its physical properties to be changed in some way. Upon casting this spell, the damage type of the current weapon you're wielding instantly changes based on your chosen edge. The weapon must be capable of dealing damage and able to be placed in your inventory. You may dismiss this cantrip as a bonus action during your turn. When this cantrip is cast on a different weapon, it will immediately end the effects on the previous weapon.

  • Flame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.
  • Cold Edge: The weapon frosts over and becomes ice cold to the touch. The damage type of the weapon is now Cold damage.
  • Shocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.
  • Air Edge: The weapon vibrates with a low hum. The damage type of the weapon is now Thunder damage.
  • Forceful Edge: The weapon pulsates with an unseen energy. The damage type of the weapon is now Force damage.
  • Toxic Edge: The weapon glows with a sickly green light and smells faintly of almonds. The damage type of the weapon is now Poison damage.
  • Biting Edge: The weapon's surface becomes caustic, reacting violently with other substances. The damage type of the weapon is now Acid damage.
  • Psionic Edge: The weapon begins to produce an unnerving aura. The damage type of the weapon is now Psychic damage.
  • Holy Edge: The weapon glows with the light of a shooting star. The damage type of the weapon is now Radiant damage.
  • Evil Edge: The weapon begins to produce a deathly aura. The damage type of the weapon is now Necrotic damage.

Regardless of what edge is cast when you attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, to attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage (if it already isn't).

At higher levels This cantrip increase the damage die of all non two-handed weapons by 1 step at 5th level, and further increases the damage die by one additional step at 11th level, and 17th level. Beginning at 11th level all two handed weapons will have their damage die increased by one additional step.

One-handed: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10
Two-handed: 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10

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