Elemental Arrow
Spell Lists: Ranger
1st level evocation spell
Casting Time: 1 Bonus Action
Range: Self
Components: V,S
Duration: Instantaneous, or 1 round
when you cast this spell, choose one: Air, Earth, Fire or Ice. The next time you make a ranged weapon attack this turn, the projectile, or weapon itself if it's a thrown weapon, is encased in elemental energy. If you cast another spell that functions as "the next time you make an attack roll do x", this spell fades away upon casting the second spell.
On a hit, the target suffers the weapon attack's normal effects and the following elemental effect based on the element you chase, on a miss it still suffers a reduced effect.
- Air. On a hit the target takes an additional 1d10 thunder damage and is pushed back 10 feet away from you in a straight line. On a miss, it takes half as much damage from this effect and isn't pushed.
- Earth. On a hit, the target takes an additional 1d10 bludgeoning damage and is knocked prone. On a miss, it takes half as much damage from this effect and isn't knocked prone.
- Fire. On a hit, the target takes an additional 1d10 fire damage, and each creature within 10 feet of it must succeed on Dexterity saving throw or take the same amount of fire damage. On a miss, it takes half as much damage from this effect and no other creatures are affected.
- Ice. On a hit, the target takes an additional 1d10 cold damage and has its movement speed halved until the start of your next turn. On a miss, it takes half as much damage from this effect and suffers no movement reduction.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the chosen elemental effect increases by each slot level above 1st.

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