Extend your open palm. Lightning sparks over your arm and leaves as a cone of blue light. The air hums with static and all foolish enough to enter it are electrocuted. |
From your palm originates a 5-meter cone. It moves with you and you choose what direction the cone is facing at the end of each of your turns. A creature that enters the cone for the first time on its turn or starts its turn there must make a Constitution saving throw. On a failed save, a creature takes 2d10 lightning damage and is shocked once. On a success, it takes half as much damage and is not shocked. |
Upcast. You may spend an additional 2 Vitality per turn to increase the damage dealt by 1d10 lightning damage. |
Shocked. When a creature is shocked, it loses concentration. A shocked creature can’t take reactions and can only take an action or a bonus action on its turn, not both. If a shocked creature would be shocked again, it is stunned (see the condition) instead. At the start of its turn, a creature stunned by this effect may attempt a DC 10 Constitution saving throw, ending the stun on a success. Taking a short or long rest removes the shocked condition. Stunned. A stunned creature is incapacitated (It can’t take Actions or Reactions), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws and attack rolls against the creature have advantage. |