Ball Lightning (5e Spell)

A 5-foot diameter sphere of pulsating lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. The creature takes 1d8 lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal has disadvantage on this saving throw.

Ball Lightning
2nd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. The sphere hovers, and you may move it in any direction so long as it ends its movement adjacent to a solid surface.

You may also choose to detonate the sphere prematurely, ending the spell and forcing creatures within 10 feet of the sphere to make the saving throw against the sphere's damage, taking an additional 2d8 lightning damage on a failure or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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