Detonate (5e Spell)
From D&D Wiki
2nd-level Evocation | |
Casting time: | 1 action |
---|---|
Range: | 80 feet |
Components: | S, M (a number of golden orbs, each with a radius of 1 inch, equal to the amount of orbs created with this spell, worth 5gp each, which are consumed in the casting) |
Duration: | Concentration, up to 1 minute |
You turn two golden orbs used in the casting into glowing explosives. As part of the action used to cast this spell, you can throw any amount of orbs at any space within the spell’s range. If the space you choose is occupied by a creature, make a ranged spell attack roll. On a hit, the orb sticks to the creature (see below). On a miss, the orb is in the creature’s space, but not on the creature. At any point during the duration of the spell, you can end your concentration, which detonates the orbs. Each creature within 5 feet of an orb when it detonates must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 fire damage. On a successful save, a creature takes half damage.
If an orb is thrown at a creature and hits, it sticks itself to the creature. The creature can use its action to make a Strength (Athletics) check against your spell save DC to remove the orb. After it is removed, the orb disappears.
If you still have concentration on this spell after the turn you cast it, you can use your next action to throw any amount of orbs that you have left. If you still have concentration after 1 minute has passed, any orbs left immediately explode.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of orbs you can make increases by 1 for each slot above 2nd.
Back to Main Page → 5e Homebrew → Spells → Artificer
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Wizard