Spike Grenade (5e Spell)

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Spike Grenade
2nd-level Transmutation
Casting time: 1 Action
Range: 60ft (15-foot cone)
Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast)
Duration: Up to 15 seconds (3 turns)

You throw a Stick like grenade that stick to any surface air to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage type is lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity save or take 3d8 damage. On a successful save the creature 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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