Absorb Elements
in: Artificer spells (5e), 1st-level artificer spells (5e), Druid spells (5e), and 14 more
Absorb elements
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A caster absorbing a behir's breath weapon. Absorb Elements 5th Edition Statistics[1][2] School Abjuration Level Artificer 1 Druid 1 Ranger 1 Sorcerer 1 Wizard 1 Absorb elements was an abjuration spell that protected the caster against certain types of energy, while at the same time storing and returning part of that energy by infusing it into a subsequent attack from the caster.[1]
Contents Effects Components Appendix Appearances References Effects A caster just hit by an attack or effect that dealt damage from acid, cold, fire, lightning, or thunder could react quickly to cast absorb elements in order to become resistant against that type of element for a few seconds, considerably reducing the damage taken. Part of the energy absorbed was then stored during that time. If the caster successfully hit an opponent with a melee attack, the stored energy was released on that opponent.[1][3]
Components The spell required only somatic components.[1]
Appendix Appearances Princes of the Apocalypse References Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 148–150. ISBN 978-0-7869-6612-7. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 233. ISBN 978-0-7869-6578-6.
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Absorb Elements Level 1 • Abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. AT HIGHER LEVELS When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Classes: Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Air, Cold, Earth, Fire, Strength, Water
Tags: Damage, Warding
Source: Elemental Evil Player's Companion (page 15) Also found in Xanathar’s Guide to Everything
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Absorb Elements XGE p150 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Classes: Artificer, Druid, Ranger, Sorcerer, Wizard Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter Feats: Aberrant Dragonmark, Artificer Initiate, Artificer Initiate, Divinely Favored, Divinely Favored, Divinely Favored, Initiate of High Sorcery, Magic Initiate, Strixhaven Initiate Source: XGE, page 150. Also found in EEPC, page 15.
A caster absorbing a behir's breath weapon. Absorb Elements 5th Edition Statistics[1][2] School Abjuration Level Artificer 1 Druid 1 Ranger 1 Sorcerer 1 Wizard 1 Absorb elements was an abjuration spell that protected the caster against certain types of energy, while at the same time storing and returning part of that energy by infusing it into a subsequent attack from the caster.[1]
Contents Effects Components Appendix Appearances References Effects A caster just hit by an attack or effect that dealt damage from acid, cold, fire, lightning, or thunder could react quickly to cast absorb elements in order to become resistant against that type of element for a few seconds, considerably reducing the damage taken. Part of the energy absorbed was then stored during that time. If the caster successfully hit an opponent with a melee attack, the stored energy was released on that opponent.[1][3]
Components The spell required only somatic components.[1]
Appendix Appearances Princes of the Apocalypse References Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 148–150. ISBN 978-0-7869-6612-7. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 233. ISBN 978-0-7869-6578-6.
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Absorb Elements Level 1 • Abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. AT HIGHER LEVELS When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Classes: Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Air, Cold, Earth, Fire, Strength, Water
Tags: Damage, Warding
Source: Elemental Evil Player's Companion (page 15) Also found in Xanathar’s Guide to Everything
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Absorb Elements XGE p150 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Classes: Artificer, Druid, Ranger, Sorcerer, Wizard Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter Feats: Aberrant Dragonmark, Artificer Initiate, Artificer Initiate, Divinely Favored, Divinely Favored, Divinely Favored, Initiate of High Sorcery, Magic Initiate, Strixhaven Initiate Source: XGE, page 150. Also found in EEPC, page 15.