![]() A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Each creature in a 20-foot radius must make a Dexterity saving throw. The spell 's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).1d20+%0+PROF1d82d83d84d8SorcererWizardFighter (Eldritch Knight)Rogue (Arcane Trickster)Fireball531 action150 feet111a tiny ball of bat guano and sulfurInstantaneousA bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. On a hit, the target takes 1d8 lightning damage, and it can 't take reactions until the start of its next turn. You have advantage on the attack roll if the target is wearing armor made of metal. Make a melee spell attack against the target. The hand can 't attack, activate magical items, or carry more than 10 pounds.BardSorcererWarlockWizardFighter (Eldritch Knight)Rogue (Arcane Trickster)Shocking Grasp51 actionTouch11InstantaneousLightning springs from your hand to deliver a shock to a creature you try to touch. You can move the hand up to 30 feet each time you use it. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. ![]() You can use your action to control the hand. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. The hand lasts for the duration or until you dismiss it as an action. 140132Zaldar MeskHuman Sorcerer221d810,10,10,10,10,189Mage Hand21 action30 feet111 minuteA spectral, floating hand appears at a point you choose within range.
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