Pyroblaster (5e Feat)
Jump to navigation
Jump to search
Pyroblaster
Prerequisites: Ability to cast Fireball
Never can have too many fireballs headed to incinerate your enemies. Try not to blow up your allies as well.
- Fireball no longer requires material components.
When you cast fireball, you may trade any number of its damage dice for an effect below, at the rate of 1 dice per effect
- Increase the range of Fireball by 30ft.
- Increase the blast radius of Fireball by 10ft.
- The area within Fireball’s blast radius becomes difficult terrain until your next turn. Any creature that moves through it takes 1 Fire damage per 5ft moved.
- Friendly characters get advantage on Fireball’s Dexterity saving throw.
- If a creature rolls a 1 on Fireball’s Dexterity saving throw, they become vulnerable to Fire damage for 1 minute. This weakness is applied before damage.
- Gain resistance to Fire damage for 1 turn after casting Fireball. If you are damaged by your own Fireball, gain immunity instead.
Back to Main Page → 5e Homebrew → Feats