Pulse Grenade (5e Spell)
2nd-level Transmutation | |
Casting time: | 1 action |
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Range: | 60 feet (10-foot-radius) |
Components: | S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast) |
Duration: | up to 15 seconds (3 turns) |
Your grenade create a 10-foot-radius sphere of sparking lightning centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area must make a Dexterity saving throw. A creature takes 2d8 Lightning damage on a failed save, or half as much damage on a successful one. Any creatures that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.
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