Cerg's Icy Gambit (5e Spell)

You conjure an unstable barrier of incredibly tough ice around your body.

Cerg's Icy Gambit
5th-level Abjuration
Casting time: 1 action
Range: Self
Components: S, V
Duration: Concentration, up to 1 minute

After casting the spell, you gain 2d10 + 5 temporary hitpoints. If you take damage to these temporary hitpoints, you do not need to make concentration checks. These temporary hitpoints dissapear after the spell ends.

While under the effects of this spell, you have an Armor Class equal to 14 + your Dexterity modifier, and you have resistance to non-magical Bludgeoning, Piercing, and Slashing damage.

As a bonus action, you can cause the ice from the barrier to lash out at a creature within 15 feet. Make a ranged spell attack, on a hit, it deals 1d8 Cold damage.

If this spell ends any way other than the duration ending, it deals 8d6 Cold damage to you, as the barrier collapses around your body. This damage ignores any temporary hitpoints you currently have.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional 1d10 temporary hitpoints when you cast the spell for every level above 5th.

0.00
(0 votes)

Back to Main Page 5e Homebrew Spells Wizard

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.