Din's Fire (5e Spell)

You thrust your palm into the ground, and from that point a sphere of magical flame arises and rapidly expands outward. This fire does not harm you or any creatures you designate, but incinerates all other creatures and objects in a 60 foot radius centered on you.

Campaign Setting: Hyrule
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Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
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Fighter: brute, darknut, spellsword, sword savage, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher, picaroon
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Din's Fire
5th-level evocation
Casting time: 1 action
Range: Self (60-foot radius)
Components: V, S
Duration: 1 minute

Any affected target makes a Dexterity saving throw. On a failed save, the target takes 4d12 fire damage, and is ignited for the duration. While ignited by this spell, a creature takes 1d12 fire damage at the end of each of its turns. An ignited creature can use its action to extinguish the flames and end this condition.

On a successful save, a target takes half as much damage and isn't ignited.



Back to Main Page 5e Homebrew Spells
Back to Main Page 5e Homebrew Campaign Settings Hyrule Spells Fighter (Spellsword)
Back to Main Page 5e Homebrew Campaign Settings Hyrule Spells Researcher (Wizzrobe)
Back to Main Page 5e Homebrew Campaign Settings Hyrule Spells Sage of Fire
Back to Main Page 5e Homebrew Campaign Settings Hyrule Spells Scion (Dragon)

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