Queen's Touch (5e Spell)
You touch a small, non-magical object and turn it into a magical bomb. If this object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spellcasting DC to get out of the way. The object does not change in appearance, and there is no way to tell that it is dangerous or magical besides the usage of spells like identify or detect magic. The bomb can be designated to detonate on a timer when a specific condition is met observable from either the object or the caster, or manually by remote detonation using your reaction. This designation must be set as the bomb is being made and cannot be changed later without recasting the spell. When the bomb explodes, all creatures within a 5-foot radius must make a Dexterity saving throw. If they fail, they take 4d8 force damage, or half as much on a success. A creature in direct physical contact with the object has disadvantage on the saving throw and rolls twice the amount of damage die.
The object is not necessarily destroyed in the explosion, and you can expend a spell slot of two levels lower as a bonus action to cause it to re-arm and/or detonate again as long as you have not used Queen's Touch to make another bomb. The bombs lose their potency after a day or when you take an action to dispel them, and you can only have one Queen's Touch active at a time.
3rd-level Transmutation | |
Casting time: | 1 action |
---|---|
Range: | touch |
Components: | V, S, M (the dismembered hand of a beautiful maiden OR a spellcasting focus worth at least 500 gp) |
Duration: | up to 24 hours |
At Higher Levels. For every even spell slot over 3rd, the bomb's explosive radius increases by 5 feet, while every odd slot increases the bomb's power by 3d8.
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard