Fellhammer (5e Spell)
Jump to navigation
Jump to search
1st-level Conjuration | |
Casting time: | 1 action |
---|---|
Range: | Self (10-foot radius) |
Components: | S |
Duration: | Instantaneous |
You form a magical hammer and slam it into the ground, emitting a shockwave in a 10-foot radius. Each creature on the ground within that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 force damage and is knocked prone. On a successful save, a creature takes half as much damage and is pushed 5 feet away from you instead of being knocked prone. Afterwards, the hammer disappears.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 1st.
Back to Main Page → 5e Homebrew → Spells → Sorcerer