Absorb Elements 5e Spell take into one’s possession of the incoming Energy If is an effect on storing for your melee attack in D&D.
You’ve got 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 this tripping kind, and the spell ends.
Don’t miss: D&D 5th Edition Character Sheet
Absorb Elements 5e
Casting Time | 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |
Range /Area | Self |
Components: | S |
Duration | One Round |
Level | 1 |
School | Abjuration |
Attack/Save | None |
Damage/Effect | Acid (...) |
This spell is not covered by the OGL license. Please reference the original source.
Higher Levels: If you cast the spell using slot of second level or higher, the extra damage will be increased by 1d6 for each slot level of above 1st