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Absorb Elements in Dungeons & Dragons 5e

Replacement Series

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.  
  • Acid. The target takes 1d4 acid damage at the end of its next turn. Cold. The target's speed is reduced by 10 feet until the end of your next turn. Fire. The attack ignites flammable objects not being worn or carried. Lightning. The target can't take reactions until the start of its next turn. Thunder. The target is deafened until the end of its next turn.
At higher levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

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