Sun-Touched Weapon (5e Spell)

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Design Note: This spell uses and depends upon the Environmental Spell Component variant rule.

Sun-Touched Weapon
2nd-level Transmutation
Casting time: 10 minutes
Range: Touch
Components: V, M (a melee weapon with gold inlays worth at least 25 gp), E (open sunlight)
Duration: 8 hours


You imbue the melee weapon used as the material component in this spell with sunlight. Until the spell ends, the weapon emits bright light for 30 feet and dim light for a further 30 feet. This light is sunlight. Melee weapon attacks made with it deal an extra 1d8 radiant damage on a hit at the cost of reducing the duration of the spell by 1 hour each hit.

The radius of the bright light and dim light the weapon gives off decreases to 15 feet at 4 hours or less, 10 feet at 2 hours or less and 5 feet at 1 hour or less.

As long as there is 4 hours of sunlight or more left in the weapon, you can use an action to instantly release all the sunlight stored in the weapon. All creatures within a 30-foot radius that can see the weapon must make a Constitution saving throw. On a failure, a creature takes 1d4 radiant damage for each hour of light left in the weapon and it is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn't blinded. Once you do so, the spell ends.

At Higher Levels. If you cast this spell using a spell slot of 3rd level, the duration increases to 12 hours. If you cast it using a spell slot of 4th level or higher, the duration increases to 24 hours. At 5th level or higher, the radiant damage dealt on a hit becomes 2d8.


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