Arcane Grenade (5e Spell)

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Arcane Grenade
2nd-level Conjuration
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a miniature facsimile of a pineapple cast from iron)
Duration: Instantaneous

You conjure an orb of unstable arcane energy in your hand hand and lob, roll, or skip it to a point on the ground within range. The orb detonates at its destination with a loud boom which can be heard up to 300 feet away. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much on a successful one. Prone creatures make this save with advantage.

A creature within 5 feet of the orb may use its reaction to voluntarily dive on top of the grenade. Such a creature automatically fails its save and takes double damage from the spell, but negates the spell's effect on all other creatures within the spell's range.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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