Rift-Warp

Level 1 Necromancy ( Artificer, Bard, Sorcerer, Warlock, Wizard )   Casting Time: 1 Action (as part of a weapon attack)
Range: 60 feet
Components: V, S
Duration: Instantaneous
  You create a whip of chaotic energy that lashes out at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. The number on the d6 determines the damage type and effect:
d6
Damage Type
Saving Throw
Effect
1
Force
Strength
The target is moved up to 10 feet in any direction of your choice, taking 1d6 Bludgeoning damage if it collides with a solid surface, object, or reature.
2
Necrotic
Constitution
You regain Hit Points equal to half the Necrotic damage dealt. This has no effect on Constructs and Undead.
3
Psychic
Intelligence
The target suffers a 1d4 penalty on the next saving throw it makes before the end of your next turn.
4
Radiant
Dexterity
The next attack against the target before the end of your next turn gains a 1d4 bonus to hit.
5
Thunder
Wisdom
The target has the Dazed condition until the end of its next turn.
6
Special
Roll another d6. Add the result to the damage and choose a damage type and effect from this table.
Using Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Comments

Please Login in order to comment!