Fellhammer (5e Spell)

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Fellhammer
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.

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