D&D includes 13 main damage kinds. Each monster or NPC and even your personal computer may have some weaknesses and resistances to these types of damage.
What if there was a different method to deal with these kinds of damages?
Absorb Element might be a suitable option for the next time you experience an incoming fireball that is thrown at you. This name spell is fascinating and holds many implications.
What types of damage does this spell deal with? What is the method of working? What happens to the energy that you’ve gained through the absorbing of elements?
Learn more about the Absorb Elements 5e guide.
What are Absorb Elements?
This spell comes taken from Xanathar’s Book to All. Here are the statistics:
- Abjuration Level 1.
- casting Time 1 reaction. This is what you get when you consume acid or lightning, cold, fire or damage.
- Spell List: Druid, Ranger, Sorcerer, Wizard, Artificer
- Range: Self
- Components: S
- Duration 1 round
The D&D spell sifts the energy that is incoming, reducing the effect of them and then keeping them in reserve for your future melee strike.
You are invulnerable to the type of damage that triggers until the start on your turn. The spell is over when the target has been hit with a melee attack on the next turn.
Cast this spell by using an appropriate slot on the spellboard that is at the 2nd or higher level. The damage increase is by 1d6 for each slot level that is higher than 1.
Let’s examine this spell. It’s the first-level abjuration spell that requires an action before it is cast.
The spell is able to be cast in the event of the effects of acid, fire, lightning or thunder harm. It is only a physical ingredient, and the spell will last for one time.
These kinds of energy may result in you being hit two times. After the damage type is up until the start on your turn you’re in a position of resistance and are able to store energy.
If you attack targets with melee strikes and you do not take regular damage, the target will suffer 1d6 damage from that kind. It is also possible to increase the damage of your spell to increase the amount of damage stored.
For instance, you see a ball of fire thrown at you. You could then use your spell and absorb some the energy of fire.
You are able to ward off fire damage until the next turn, and then take in all the energy. It is possible to channel energy of your melee attack when you are within a certain distance of the enemy.
This will grant you additional damage to fire of 1d6 for melee attacks. The spell has ended.
It’s fun to play with and you’ll discover that it’s very entertaining for you to help absorb injury.
The spell is divided into two components. The first one is defensive. If it is cast in conjunction with the reaction, you’ll be immune to the damage kind.
The spell absorbs a portion of the energy, and your body’s movement is affected. This means you suffer only half the damage. A ball of fire that causes an injury of 36 points will only cause 18.
Additionally, you’ll be protected from damage you select until the next turn. This can be useful when fighting several enemies with an element that’s the same.
Resolving the damage
You need to perform an attack that is melee to inflict harm on your opponent. This is problematic since the majority of people who are able to use the spell are combatants with range or casting.
It may be difficult to get close to your target melee weapon if the plan of attack is to stand behind, with others handle all the lifting.
This could work in case you’re not used to combat in melee or even if you’re an expert player. Your strike absorbs all damage caused by the attack and then re-dispatch it to the attacker.
You suffer 1d6 damage according to an elemental-type damage. When you cast this spell you’ll take more.
Monsters aren’t immune to physical damage. They can be hit by fire. demons can throw fireballs however, they also can take the form of demons, since they are not immune to the effects of elemental damage.
Some even have immunity. It is possible that you are receiving damage that you can’t return, so keep this in your mind.
Utilizing Absorb Elements against Humanoid characters
You probably already know that monsters, elementals, and other creatures also use magic. They can also use elemental spells.
A king of the bandits might possess an enchanted device or potion which lets him do these kinds of harm.
Perhaps an ogre, gnoll or some other creature has acquired an ring that contains fireball and is using it in an reckless way.
The magic is particularly effective because you are able to absorb energy of the enemy and then use it to shoot at them.
It’s a great spell to bounce back a curse and observe your adversaries’ faces while you go about it!
It’s also an excellent idea to come up with the illusion of adventure where your ordinary enemies are armed with amazing weapons and capabilities.
This will make your 100th goblin encounter!
What are Reactions?
You’ve probably heard of spells that require actions to cast and bonuses to actions. Absorb Elements However, it is one that requires an action.
What exactly is reaction? Here’s a description of a reaction in accordance with D&D rules:
Reactions are instant reactions to any trigger. They could be your own or in the hands of someone else.
This can include attacks that could be that are triggered by enemies who leave your zone, actions readied with triggers associated, and spells that trigger readied activities.
The trigger for casting the spell will be activated when you are hit by an opponent with one of the six damage types.
The spell is applied to the opponent’s turn. Your response doesn’t cost you anything of your usual actions.
You’ll still be able to perform your action of movement and attack actions in your turn.
This spell will notify you that it’s possible to cast it, and you’ll be able to take on any damage to the elemental that is caused by the attack as long as the 1st level slot for spells is open.
Are Spells capable of being infused with Elemental Energy?
The spells you cast aren’t permitted to affect elemental energy. If you’re a wizard then the elemental energy can’t be transferred to the next spell.
Unfortunately, the energy source isn’t transferred onto the dagger. It’s not the most beneficial option for you.
A dagger that can do additional D6 acid damage isn’t the type of weapon most wizards would use to attack the monster.
It could be possible for a DM to create it. The extra energy is sucked up by spells, regardless of the elements.
It might seem somewhat silly to claim that you’re a cryomancer and then then shoot energy into the future frost attacks.
It could be that the next spell you cast will cause an additional d6 of damage to reflect the increased magical energy.
This is a fantastic home rule. But, it’s going to depend on the way your players feel in relation to the spell and when they are using the spell.
Whatever is happening offensively, it’s extremely effective defensively. There is no way to let go of the fundamental resistance.
How does Absorb Elements appear?
It’s quite cool, just in just a couple of words! The description of the spell can be utilized to get your characters to perform a variety of actions.
Certain characters might raise their arms to resist the attack of the elemental. The characters they are absorbing the greatest destructive energy.
Some artists may use shields or other devices which allows them to snare the attack, but take the harm before firing back.
It will be based on whether they were struck by melee or range. A druid could weave magical branches or grasses to ward off attacks in melee.
While you could do nearly all the things your character does to take on the burden of the burden, the story does not need to stop there.
The enemies can be caused to glow in thunder or cold energy. It is possible that their weapon could be briefly illuminated by the same energy.
The power then gets returned to the adversary after they have fought off.
What about the other damage Types?
It is likely that you know you can use Absorb Elements spell is a solitary effect. Absorb Elements spell can only be used to deal with five kinds of damages: thunder lightning, acid cold, fire and thunder.
This can result in bludgeoning and force necrotic as well as psychic radiation, toxin and. These kinds of damages are easy to overlook if you consider it.
There are three kinds that damage can be done: Piercing Bludgeoning, and slashing. These kinds of damage do not possess any magic behind them.
Your character is struck in the face with an axe or mace. There isn’t any magical or absorbable material.
The effects of psychic and toxic substances can have a profound effect on the body and mind. The effects of poisoning are difficult to avoid and is often difficult to reverse.
The same is true for physic injury which is mind-to mind and isn’t able to be channeled into an attack with a melee weapon.
The necrotic and radiant energy is too strong to not be fully absorbed. While things like fire and cold are not uncommon throughout nature, humans are able to also be aware of these energies.
It is possible to be burned in a fire or be cold during the midst of a snowstorm. Damages that are necrotic and radiant can be linked to higher power.
It’s risky to engulf the power of good or evil deity without being prepared to take it on. It is also possible that you do not have the ability to control or focus to channel that power into your weapon so that you can attack your opponent.
These are only some of the explanations DMs have come up with to explain rules limitations. It’s certainly better than simply saying “Because that’s the way the rules work!”
When is the best time to utilize Absorb Elements?
This spell requires an immediate reaction. Therefore, it is recommended to apply it when confronted by powerful attacks from the elemental realm.
If you’re not able to take a hit with confidence and make a saving throw to cut down the damage, or even to a the half mark, you should attempt to take as many you can.
The spell says that you activate the spell whenever you sustain the damage. However, you can roll your saving throws to avoid damage prior to casting the spell.
This is an excellent option to limit the damage with Absorb. It is possible to get half the damage back by using Elements.
This spell is able to compensate for the difference when you’re uncertain about the rolls of your dice and also your HP.