Elemental Weapon 5e: Unleash Powerful Abilities
Elemental Weapon turns one nonmagical weapon into a magic weapon, improves its attack rolls, and adds elemental damage.
Elemental Weapon 5e — Quick Spell Reference
| Casting Time | 1 action |
|---|---|
| Range | Touch |
| Components | V, S |
| Duration | Up to 1 hour |
| Concentration | Yes |
| Ritual | No |
| Classes | Artificer, Druid, Paladin, Ranger |
| Source | Player's Handbook, pg. 237 |
How Elemental Weapon Works
Touch one nonmagical weapon. For the duration, it becomes a magic weapon with a +1 bonus to attack rolls. It also deals an extra 1d4 damage on a hit. Choose acid, cold, fire, lightning, or thunder when casting; the extra damage uses that type.
The spell cannot target a weapon that is already magical. It requires concentration, and all its benefits end when concentration ends.
The 2014 rules do not give wet creatures extra lightning damage, make thunder damage collapse structures automatically, or create general elemental vulnerabilities. Those outcomes require a specific rule or DM ruling.
Casting at Higher Levels
| Slot level | Attack bonus | Extra damage |
|---|---|---|
| 3rd–4th | +1 | 1d4 |
| 5th–6th | +2 | 2d4 |
| 7th or higher | +3 | 3d4 |
The damage does not rise to 5d4, and the benefit is per hit made with the affected weapon.
FAQ
Can it target a magic weapon?
No. The target must be nonmagical when the spell is cast.
Does it affect ammunition separately?
The spell enchants one weapon. Attacks made with that weapon receive the benefits; it does not enchant a pile of ammunition as separate weapons.
Does the caster choose the damage type?
Yes: acid, cold, fire, lightning, or thunder.