Shell Kick (5e Spell)

You conjure a green turtle shell about the size of a watermelon. The shell weighs about 10 pounds. As part of casting this spell, you kick the shell towards a target within the spell's range. Make a ranged spell attack roll. On a hit, the target takes 1d4 bludgeoning damage and the shell rebounds toward another creature of your choice within range. The other creature must make a Dexterity saving throw with a DC equal to the amount of damage the original target has taken in total from this spell. On a failure, the other creature dodges the shell, and the spell ends. On a success, the other creature kicks the shell back at the original target. The original target takes 1d4 bludgeoning damage, and the shell bounces back toward you. You must make the same saving throw the other creature made. This process continues until you or the other creature fail the save, or until the target takes 20 bludgeoning damage (after applying resistances and vulnerabilities). After the other creature kicks the shell, you cannot change which creature the shell bounces back to after you kick it.

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Source An example of Shell Kick.
Shell Kick
1st-level Conjuration
Casting time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage and DC for kicking the shell back both increase by 1 for each slot above 1st. Also, the maximum damage you can deal with this spell increases by 5 for each slot above 1st.


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