Absorb Elements
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At a Glance
Level
1st
School
Abjuration
Casting Time
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range
Self
Duration
1 round
Concentration
No
How Absorb Elements Works
| Casting Time | 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |
|---|---|
| Range | Self |
| Components | S |
| Duration | 1 round |
Available to:
DruidRangerSorcererWizard
Damage
1d6 (of triggering damage type)
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Common Mistakes
Common Mistake
Forgetting the bonus damage only applies to melee attacks, not spell attacks or ranged attacks
Common Mistake
Not realizing you get resistance to the triggering damage before it's applied
Common Mistake
Thinking the stored energy lasts more than one hit - it ends after the first melee hit
Common Mistake
Forgetting you only have until the start of your next turn to use the stored energy
DM Tips
DM Tip
Excellent defensive option for spellcasters, especially against breath weapons and fireballs
DM Tip
The resistance can turn a failed save from devastating to manageable
DM Tip
Remind players they can use this even if they're not typically in melee - opportunity attacks count
DM Tip
Great for gish characters who mix melee and spellcasting
Sources & Further Reading
- Absorb Elements — D&D 5e Wikidot — Full SRD text
- Absorb Elements — Roll20 Compendium — Structured reference
- Absorb Elements — D&D Beyond — Official digital reference