Marvin's Gutterball (5e Spell)
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|Casting time:||1 action|
You conjure a massive iron ball, filled with flechettes and explosives. Choose a spot within range. The ball travels at a rate of 50 feet a round, moving at the start of your turn, and can either go over cover, or if the structure has less that 15 hitpoints, travel directly through it.
When it hits it's intended location or strikes something with 15 or more hitpoints, the ball explodes. Everything within a 40 foot radius of the ball must make a Dexterity saving throw or take 5d6 fire and 5d6 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ball's travel speed increases by 10 feet, and the piercing damage increases by 1d6, for every level above 5th.