Noxious Blast (5e Spell)

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Noxious Blast
3rd-level Evocation
Casting time: 1 action
Range: Self (40-foot cone or 20-foot radius)
Components: V, S, M (a vial of poison worth at least 50 gp)
Duration: Instantaneous


A torrent of toxic gas releases from your outstretched fingers. Each creature in a 40-foot cone or 20-foot radius (your choice when you cast this spell) originating from you must succeed on a Constitution saving throw. On a failed save, a target takes 3d8 poison damage and becomes poisoned for 1 minute. On a success, a creature takes only half as much damage and isn't poisoned. The gas spreads around corners.

While poisoned by this spell, the creature takes 1d8 poison damage at the end of each of its turns and then repeats the saving throw, ending the condition on itself on a success.

At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.

The default 3rd-level Power Point allocation of this spell is Size 2 (🔗), Initial Poison Damage 2 (🔗), Recurring Poison Damage 1, Casting Time 0, Agents 0.

—Power Point Cost—
-1 0 1 2 3 4 5 6 7 8 9
Size 🔗 10 ft. cone/5 ft. radius 20 ft. cone/10 ft. radius 30 ft. cone/15 ft. radius 40 ft. cone/20 ft. radius 50 ft. cone/25 ft. radius 60 ft. cone/30 ft. radius 40 ft. cube/35 ft. radius 70 ft. cone/35 ft. radius 80 ft. cone/40 ft. radius 90 ft. cone/45 ft. radius 100 ft. cone/50 ft. radius
Initial Poison Damage 🔗 0 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 10d8
Recurring Poison Damage 🔗 0 1d8 2d8 3d8 4d8 5d8
Casting Time 2 actions 1 action 1 bonus action
Agents 1 2 3

Agents. By allocating power points into this attribute, you can add additional effects to the gas created by this spell. Choose from the following options below:

Blinding. Creatures are blinded while poisoned by the gas. The gas affects creatures even if they hold their breath or do not need to breathe.

Choking. While poisoned by the gas, creatures must spend an action on each of their turns coughing and hacking violently. They are unable to communicate clearly, hold their breath, or cast spells with verbal components.

Lingering. The gas persists in the area you cast it, lingering in the air for 1 minute. Creatures (including you) that enter the area of the gas for the first time on a turn or start their turn there must make the Constitution saving throw to avoid being poisoned. Creatures in the area of the gas that repeat the saving throw do so with disadvantage. A strong wind can disperse the poison gas.

Sapping. Creatures poisoned by the gas deal only half damage with weapon attacks that use Strength and have disadvantage on Strength and Dexterity saving throws.

Sleeper. The poison causes creatures to drift in and out of consciousness. Every time a creature fails its saving throw against the poison by 5 or more, it falls unconscious until the end of its next turn.


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