Chaos Storm (5e Spell)
Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the storms damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
5th-level evocation | |
Casting time: | 1 action |
---|---|
Range: | 300 feet |
Components: | V, S |
Duration: | Instantaneous |
If you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
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