Absorb elements 5e
1st level Abjuration (Sorcerer, Druid, Wizard, Ranger)
Casting Time: Reaction
Duration: 1 round
This dnd 5e spell captures part of the incoming energy, reduces its effect on you, and stores it for use in your next melee attack. Before the start of your next turn, you are resistant to the damage type that triggered the spell. In addition, the first time you hit with a melee attack in your next round, the target takes an additional 1d6 points of damage from the spell that triggered the spell, and the spell ends.
When you cast a spell with a spell ring of 2 or higher, the additional damage is increased by 1d6 for each higher spell bit used.
Discussion about d&d 5e absorb elements
Could Absorb Elements be used in Wild Shape form or do you have to be in human form to be able to cast the reaction?
Absorb Elements: Is it only the next melee weapon attack, or any melee attack? (unarmed strike, melee spell attack, wild shape natural weapons, etc.) (— @fartsomeart)
If a feature just says melee attack (as this one does) I include both melee weapon attacks and melee spell attacks. All those attacks you listed would qualify. (—@DaveWil33)
Lots of good choices here, but I keep coming back to these spells during #DnD gameplay: (—@AboutDnd)
- 1st Lvl: Absorb Elements, Shield
- 2nd Lvl: Misty Step, Web
- 3rd Lvl: Hypnotic Pattern, Slow
- 4th Lvl: Arcane Eye, Banishment
- 5th Lvl: Telepathic Bond, Teleportation Circle
Today’s DnD 5e factoid for you. The bonus damage you gain from Absorb Elements can be used for melee spell attacks. In other words, a potent combo is to react with absorb elements and then deliver the bonus damage via a shocking grasp. (— @coolroars )