Antimatter Storm (5e Spell)
From D&D Wiki
(name= antimatter Storm |school= |ritual= |lvl= 1st level |casttime= 1 action |range= 60 foot radius |comp= S |dur= concentration, up to 1 minute | You summon a raging storm of antimatter energy within a 60 foot radius at a point of your choosing. Dark clouds swirl overhead, crackling with dangerous energy. Each round on your turn while you concentrate on this spell, you can use your action to unleash a bolt of antimatter lightning at a creature within range.
Choose one creature you can see within range. That creature must make a Dexterity saving throw. On a failed save, it takes 2d8 force damage and 2d8 lightning damage. On a successful save, it takes half as much damage.
As a bonus action you can move the storm in any direction within range
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 antimatter damage and 1d8 lightning damage for each slot level above 1st.
Back to Main Page → 5e Homebrew → Spells → Artificer
Back to Main Page → 5e Homebrew → Spells → Bard
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Druid
Back to Main Page → 5e Homebrew → Spells → Paladin
Back to Main Page → 5e Homebrew → Spells → Ranger
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard
[[Category: ]]