Flare Shot (5e Spell)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: 4d6 for a cantrip at 1st level, or 3d6 if you don't want the self damage

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Flare Shot
Evocation cantrip
Casting time: 1 action, Channelable
Range: 120ft/ The range of your ranged weapon IF less than 120ft
Components: M (A Bow or Crossbow), V
Duration: up to 24 seconds

When this spell is cast, you may choose to channel the spell for up to 24 seconds (4 rounds) to increase the destructive force of the spell at the risk of damaging yourself. This spell can be cast without the material components by using one's arm/handheld focus as the point of focus, which is extremely dangerous for the caster.

This spell deals 1d6 fire damage and adds weapon damage to the total damage if cast via a bow or crossbow. The damage of this spell progresses by 1d6 every turn it is held until it reaches 4d6 fire damage, in which case the spell fires violently, dealing half the damage it deals back to the wielder.

The spell deals recoil damage at 3d6 and 4d6 charge levels but it deals recoil damage at 2d6, 3d6, and 4d6 charge levels if cast without materials. When this spell is fired at full charge, the spell damages all targets within 5ft of your target; this area damage is not added to the recoil damage.

At Higher Levels. The damage of this cantrip increases by 1d6 at 5th level (2d6, max 5d6), 11th level (3d6, max 6d6), and 17th level (4d6, max 7d6)

Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!