Marsh's Dodgeball (5e Spell)

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Marsh's Dodgeball
Conjuration cantrip
Casting time: 1 action
Range: 30 feet
Components: S, M (A drop of hardened rubber, or freshly picked fruit)
Duration: Instantaneous

You hurl a spectral ball or piece of fruit at a target in range. When you cast this spell, the target must make a Dexterity Saving throw, or fall prone. Additionally, if the target fails the save, you may choose one additional target within 5 ft. of the one prior to it, which must also make the saving throw. Alternatively, you may shove a creature 5 ft. instead of knocking them prone. If you get to select more than one additional target, each one must fail the saving throw in turn before the next one is required to make the save.

Cantrip Progression. At higher levels, the maximum number of bounces, spell range, bounce range, and shove distance increase by 1, 30, 5, and 5 respectively at 5th level (3 bounces, 60 ft. range, 10 ft. bounce range, and 10 ft. shove distance), 11th level (4 bounces, 90 ft. range, 15 ft. bounce range, and 15 ft. shove distance), and 17th level (5 bounces, 120 ft. range, 20 ft. bounce range, and 20 ft. shove distance).


Variant: Your DM may rule that the spell deals damage. If they do, this spell deals 1d4 points of bludgeoning at 5th level, 1d6 at 11th, and 1d8 at 17th. This ruling is discouraged however, as it's not the intended use of this spell (that being: hilarious yet harmless moments of throwing random things at people's heads). However, this suggestion is to balance the spell for anyone who is under the impression that all spells need to deal damage to be worth taking, which is by far not the case. Don't be a murder hobo.


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(one vote)

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