Blast Cast (5e Spell)
You can learn this spell multiple times. Each time you learn blast cast, you learn one version of it. Each time you learn a version, choose one delivery method and one damage type.
1st-level Evocation | |
Casting time: | 1 action |
---|---|
Range: | Varies |
Components: | V, S |
Duration: | Instantaneous |
Damage type. Choose one from acid, cold, fire, lightning, radiant, necrotic, poison, or thunder. If you are a sorcerer or a wizard, you cannot choose radiant. If you are a cleric, you must choose fire, radiant, or necrotic. If you are a bard, you must choose thunder. If you are a paladin, you must choose radiant. If you are a ranger, you must choose poison.
Delivery method. Choose one from aura, bomb, cone, melee, line, or ray. Each of these is described below. If you are a paladin, you must choose melee or aura. If you are a bard, you cannot choose ray. If you are a sorcerer or wizard, you cannot choose melee.
Level | Bomb/Cone/Line Damage | Aura Damage | Melee Damage | Ray Damage |
---|---|---|---|---|
1st | 3d6 | 2d10 | 3d10 | 2d10 |
2nd | 5d6 | 3d10 | 5d10 | 4d10 |
3rd | 7d6 | 4d10 | 7d10 | 6d10 |
4th | 9d6 | 5d10 | 9d10 | 8d10 |
5th | 11d6 | 6d10 | 11d10 | 10d10 |
6th | 13d6 | 7d10 | 13d10 | 12d10 |
7th | 15d6 | 8d10 | 15d10 | 14d10 |
8th | 17d6 | 9d10 | 17d10 | 16d10 |
9th | 19d6 | 11d10 | 19d10 | 18d10 |
- Aura
A wave of elemental energy sweeps out from you. Each creature within a set radius of you must make a Dexterity saving throw. (If you are a bard or ranger, they must instead make a Constitution save.) The radius is 10 feet, plus an extra 5 feet for each spell slot level above 1st.
On a failed save, a creature takes 2d10 damage plus an extra 1d10 damage for each spell slot level above 1st. On a successful save, a creature takes half as much damage. See the damage table.
- Bomb
A point within a certain range of you explodes with elemental energy. This range is 100 feet, plus an extra 25 feet for each spell slot level above 1st.
Each creature within 20 feet of that point must make a Dexterity saving throw. (If you are a bard or ranger, they must instead make a Constitution save.)
On a failed save, a creature takes 3d6 damage plus an extra 2d6 damage for each spell slot level above 1st. On a successful save, a creature takes half as much damage. See the damage table.
- Cone
A blast of elemental energy erupts from your hands or face. Each creature in a cone of certain size must make a Dexterity saving throw. (If you are a bard or ranger, they must instead make a Constitution save.) The cone's size is 15 feet, plus an extra 15 feet for each spell slot level above 2nd.
On a failed save, a creature takes 3d6 damage plus an extra 2d6 damage for each spell slot level above 1st. On a successful save, a creature takes half as much damage. See the damage table.
- Line
A stroke of elemental energy erupts from you in a long, 5-foot wide line. The line's length is 50 feet, plus 25 feet for each spell slot level above 1st. Each creature in this line must make a Dexterity saving throw. (If you are a bard or ranger, they must instead make a Constitution save.)
On a failed save, a creature takes 3d6 damage plus an extra 2d6 damage for each spell slot level above 1st. On a successful save, a creature takes half as much damage. See the damage table.
- Melee
You smash a packet of elemental energy into a creature or object you can reach. Make a melee spell attack against the target. On a hit, the target takes 3d10 damage, plus an extra 2d10 damage per spell slot level above 1st. See the damage table.
- Ray
You hurl an elemental packet of energy a creature or object within a certain range. This range is 100 feet, plus an extra 25 feet for each spell slot level above 1st.
Make a ranged spell attack against the target. On a hit, the target takes 2d10 damage, plus an extra 2d10 damage per spell slot level above 1st. See the damage table.
See also
This spell can approximate the following SRD spells.
- Burning Hands
- Chain Lightning has a more thematic delivery
- Chromatic Orb
- Circle of Death
- Cone of Cold
- Conjure Barrage
- Disintegrate
- Finger of Death has a little less damage for a very cool instant zombie
- Fireball
- Flame Strike which is remarkably under-powered even for a cleric
- Freezing Sphere
- Guiding Bolt has a neat teamwork effect
- Ice Storm has a little less damage for a neat difficult terrain effect
- Inflict Wounds
- Lightning Bolt
- Ray of Sickness has a bit less damage in exchange for inflicting poison
- Shatter
- Thunderwave
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