Primordial Weapon | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ultimate Adventurer's Handbook

Primordial Weapon

5-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a weapon you touch with power from one of the Elemental Planes of your choice: Air, Earth, Fire, or Water. The weapon gains additional effects depending on your choice for the duration. In addition, if the weapon isn’t already a magic weapon, it becomes one for the duration.
  • Air. The weapon and the creature wielding it are imbued with the power of wind and storms. Weapon attacks made with the weapon deal an extra 1d8 lightning damage on a hit. A creature holding the weapon has its speed increased by 20 feet, doesn’t provoke opportunity attacks with its movement, and can use a bonus action on each of its turns to make an attack with the weapon.
  • Earth. The weapon and the creature wielding it are imbued with the steadfastness and permanence of stone. Weapon attacks made with the weapon deal an extra 2d8 bludgeoning damage on a hit. A creature holding the weapon ignores the effects of nonmagical difficult terrain, and has advantage on Strength checks and on any saving throw it makes against being knocked prone or moved against its will.
  • Fire. The weapon and the creature wielding it are imbued with the power of all-consuming flame. Weapon attacks made with the weapon deal an extra 1d8 fire damage on a hit. The first time each turn that a target is hit with an attack using the weapon, a fiery explosion bursts from the point of impact. Each creature other than one holding the weapon within 10 feet of the target must make a Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one. The explosion ignites each flammable object in the area that isn’t being worn or carried. A creature holding the weapon has resistance against cold damage and fire damage.
  • Water. The weapon and the creature wielding it are imbued with the strength and ruthlessness of the sea. Weapon attacks made with the weapon deal an extra 2d8 bludgeoning damage on a hit. The first time each turn that a target is hit with an attack using the weapon, it must succeed on a Strength saving throw or be pushed 10 feet straight away from the attacker and be knocked prone. A creature holding the weapon can breathe in both air and water, gains a swimming speed of 40 feet, and ignores any disadvantage on attacks it would suffer for using the weapon in water or for attacking a target under water.

Created by

Diarioz.

Statblock Type

Spell

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