Flash Step (5e Spell)

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Flash Step
2nd-level Transmutation
Casting time: 1 action
Range: 60
Components: V, S,
Duration: Instantaneous

Teleport to each location of up to three Arcane Runes and attack, then return to your original position.

There must be at least one Arcane Rune on a target within range to cast this spell. You don’t have to be able to see the target/targets only know where they are. You alter your physical substance in reality, bending time and space, and warp away from your current location and are teleported to the location of an Arcane rune of your choice. You appear 5 feet from the creature with the Arcane Rune (if there is no free space around them, you appear above them without falling) where you may make a single attack.

As this attack is unexpected you are considered to be hidden and therefore gain advantage. The attack itself is also affected by this spell and the target takes an additional 1D6 force damage. After the first target is attacked you repeat the teleport and attack again until you have hit up to three targets with an Arcane Rune. If a target has more than 1 Rune you still teleport to a new location within 5 feet of the target and attack again. The Arcane Rune at each location disappears the instant it is used.

After you have made the three attacks you return to your original location where you are placed in a Lethargic state. Any attack made against you has advantage whilst you are in this state and any spells of concentration that were in effect end. On your next tune you cannot perform any actions or move but you are no longer Lethargic.

At Higher Levels. When you Cast this spell using a spell slot of 3rd Level or higher, the damage is increased by 1D6 for each spell slot above 2nd Level.

See Spell Arcane Runes (5e Spell)

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