Searing Choker (5e Spell)
From D&D Wiki
2nd-level Conjuration | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | V,S |
Duration: | Concentration, up to 1 minute |
You reach out and conjure a circle of super-heated metal around your victim's neck. The red-hot choker sheds bright light for 30 feet centered on the target, and dim light out to 60 feet. The choker does not count as being worn by the target.
The target takes 2d6+2 fire damage when you cast this spell, and you can repeat this damage each turn for the duration of the spell as a bonus action. On each of its turns, the target may use its action to make a Strength saving throw to attempt to remove the choker. The target has advantage on this save if its size is Huge or greater.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals 1d6+1 additional fire damage for every level above 2nd.
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard