Viktor's Dark Transport (5e Spell)
You instantly transform into a flurry of bats and travel up to 30ft in a straight line to an unoccupied space you can see. All creatures caught in your wake must make a Constitution saving throw. On a failure, they take 1d6 + your intelligence modifier as necrotic damage and half as much on a successful save. You regain hitpoints equal to half the damage dealt.
3rd-level Necromancy | |
Casting time: | 1 action |
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Range: | Self |
Components: | S |
Duration: | Instantaneous |
Enemies you pass through get an attack of opportunity but you gain resistance to any damage dealt from these attacks. If reduced to 0 hp while in bat form, you reform immediately with 1hp in the location where you were hit and can take no further actions that turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6 for each slot level above 3rd.
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