Absorb Elements DnD 5E Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out first ever episode of our level one spells series. So a couple changes i want to run past you before we actually get into the meat and potatoes of the absorb element spells firstly i’m gonna start including the artificer as a usable class bear in mind it is on unearthed arcana i’m super aware of that it’s not cannot yet i’m super aware of that it’s still very much being play tested.

That being said, there’s a couple first level spells even early on that only the artificer there’s access to and i want to be able to review them so i thought might as well include it in every spell. Let’s get started looking at this spell d&d 5e absorb elements spell is what we’re looking at today.

Really cool spell honesty i’ve never really taken a good look at it before and i am thoroughly impressed with it. Flavor-wise very well done and mechanically under the right circumstances really nice as well. It is usable by the druid, ranger, sorcerer, wizard and artificer and it is found in the elemental evil payer’s companion. Let’s take a look at some mechanics here.


The effect at a glance; capture some energy, get resistance to it until your next turn. Then throw it back doing 1d6 of that elements damage. now throw it back there’s a little bit of a misnomer there and i recognize it but it’s thematically that’s how it works and i had.

  • Level: 1
  • Casting Time: 1 Reaction
  • Range/Area: Self
  • Components: S
  • Duration: 1 Round
  • School: Abjuration
  • Attack/Save: None
  • Damage/Effect: Elemental+Resistance

One of the better things about absorb elements is it’s cast time is one reaction. Well there are couple spells that use reactions this is probably one of the only ones i can think of that does damage as well as offers you a defensive benefit. We’ll get into that later too. The range is self, the duration is one round. The components are just somatic and the school is abjuration. So super cool stuff there.

Now at higher levels; you gain an extra d6 of damage per each spell slot level above 1st. So two die six would be level two spell slot rather would be two dies six damage a level three die six spell slot would be three die six so forth..so forth. Now let’s get into the full description so we’re kind of on the same page here.


Basically, the spell holds some of its incoming energy, lessening its particular effect on you and also it’s storing it for the sake of your next melee attack. You also have some resistance for some types of triggering damage unless until the start of your upcoming turn. Even, the beginning time or for the first time that you hit by a melee attack on your upcoming turn and also the target can takes an additional 1d6 damage of a triggering type, whenever end of this spell

you can use our spell called forcecage spell 5e

At Higher Levels: However when you cast this dnd spell by using the spell slot of 2nd level or else higher, even the extra damage would be increased by 1d6 for each and every slot of above the 1st level.

So super cool! Awesome spell flavor-wise i mean the ability of taking some of that power only to you let it fuel your own attacks it’s super cool. I’m almost imagining something from the rise of the shield hero that anime you can kind of take damage and ultimately use it against a foe in the future i think that’s kind of where my head goes and maybe that’s why i think it’s so neat. Let’s get into some alternative uses here.

Alternative Uses

Something i would like to point out that does offer significant mechanical benefits is it doesn’t say you have to attack the creature from whom you’ve got the energy from. So if someone was able to cast a fire related spell on you, you could take that fiber and on your turn you could actually attack an enemy that might be susceptible to fire or if the very least not resistant.

I think that’d be really good in heavily elemental based campaigns i could actually see the spell being kind of overwhelming and just do to them to the resistance component of it and it’s only a first level spell and it’s capable of adding damage to.

Another thing i’d like to point out actually reading this spell is the only triggering requirement is you have to be able to make a melee attack. Now there’s a couple cantrips and a couple spells as well that need to make a melee attack to be triggered and since it’s on your next turn you could potentially stack this with something like a booming blade for example or green flame blade too.

You’re only allowed to cast one spell for turn and that’s why i think this is a very cool and a great use of a reaction my goodness i very thoroughly impressed. I think a good way to use this spell as well would be with a whip. It doesn’t say that there’s no real range requirement on this just a melee attack so whip could get you an extra 5 feet there. Super cool! and with the bugbears longer reach as well you could also stack it with that too, anyways a great spell.


Thank you so much guys for checking out this article in these support has been absolutely wonderful. There’s a lot of changes i’m working on and a lot of things i really want to try out. That being said, i hope you all have a great day. If you have any ideas for this spell, any cool stories involving it i’d love to hear down in the comments below. I hope you all have a great day and as always happy casting everyone.

Spell Lists: Druid, Ranger, Wizard

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