Chaos Orb (5e Spell)

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Chaos Orb
1st-level evocation
Casting time: 1 action
Range: 90 Feet
Components: V,S
Duration: Instantaneous


You hurl a 4-inch-diameter sphere of energy, the color of this sphere determined by rolling a d12, which will determine the type of damage (see table below). Make a ranged spell attack against the target, on a hit the target takes 3d8 damage of the random type.

Acid Damage will appear as a bubbling yellowish fluid orb, making a hissing sound when flying.

Cold damage will appear as a pale whitish-blue crystalline orb, making a howling sound when flying.

Force damage will appear as a purplish energy orb, making a slight humming sound when flying.

Lightning will appear as a dark bluish translucent orb with sparks of electricity flying off it, making sparking sound when flying.

Poison damage will appear as a green gaseous orb with green fumes evaporating above it, making a low gusting sound when flying.

Psychic Damage will appear as a translucent pinkish orb, making no sound as it is flying.

Thunder damage will appear as a translucent whitish orb with a rippling surface, making a thunder crash sound when flying.

Fire damage will appear as a red fiery orb, making a flaming sound when flying.

Necrotic damage will appear as a blackish grey orb of dripping liquid, making a sloshing sound when flying.

Bludgeoning damage will appear as a solid metal orb, making a whooshing sound when flying and a clanging sound when striking.

Piercing damage will appear as an orb of metallic spikes, making a whooshing sound when flying and a thunking sound when impacting.

Slashing damage will appear as an orb of barbed wire, making no sound when flying and making a slicing sound when impacting.


Damage Type[edit]
d12 Damage Type
1 Acid
2 Cold
3 Force
4 Lightning
5 Poison
6 Psychic
7 Thunder
8 Fire
9 Necrotic
10 Bludgeoning
11 Piercing
12 Slashing


At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d8 for each slot level above 1st.



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