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Elemental Infusion: Difference between revisions
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{{Condition|Acid Infusion|duration=2}}{{main namespace only|{{Inflicts|Acid Infusion| | {{Condition|Acid Infusion|duration=2}}{{main namespace only|{{Inflicts|Acid Infusion|pass}}}} | ||
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{{Condition|Cold Infusion|duration=2}}{{main namespace only|{{Inflicts|Cold Infusion| | {{Condition|Cold Infusion|duration=2}}{{main namespace only|{{Inflicts|Cold Infusion|pass}}}} | ||
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{{Condition|Fire Infusion|duration=2}}{{main namespace only|{{Inflicts|Fire Infusion| | {{Condition|Fire Infusion|duration=2}}{{main namespace only|{{Inflicts|Fire Infusion|pass}}}} | ||
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{{Condition|Lightning Infusion|duration=2}}{{main namespace only|{{Inflicts|Lightning Infusion| | {{Condition|Lightning Infusion|duration=2}}{{main namespace only|{{Inflicts|Lightning Infusion|pass}}}} | ||
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{{Condition|Thunder Infusion|duration=2}}{{main namespace only|{{Inflicts|Thunder Infusion| | {{Condition|Thunder Infusion|duration=2}}{{main namespace only|{{Inflicts|Thunder Infusion|pass}}}} | ||
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Latest revision as of 18:57, 13 May 2024
Elemental Infusion is a passive feature that adds elemental damage to the wearer's next weapon attack, after dealing elemental damage with a spell.
Description
When you deal Acid, Cold, Fire, Lightning, or Thunder damage using a Spell or a Cantrip, that element infuses your weapon.
Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.
How to learn
Granted by the equipment: