Flame Mastery (5e Spell)

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Flame Mastery
Conjuration cantrip
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes


NOTE: This spell intended for use only through the Tanarukk race.

A flickering flame appears in your hand or erupts from a nearby creature or object. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, letting it leave your hand. When you cast this spell, or as a bonus action on a later turn, you can hurl the flame at a creature within 30/120 feet of you. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. If there is a flame within the range of the spell, you can instead make this attack as a bonus action, extinguishing the flame in the process.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Alternatively, you can create the flame on a creature or object within 50 feet. The target makes a Constitution saving throw. On a failed save, the target takes 1d6 fire damage and 1d6 additional damage at the end of each of it's turns until it makes a successful Survival check (DC 10) to put the fire out.

The damage of this spell (both initial and after-burn) increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).



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