Nuclear Missile (5e Spell)
From D&D Wiki
|Casting time:||1 action|
|Components:||S,M (glass shard, pinch of sulfur)|
|Duration:||1 min, concentration|
When you cast this spell, 4 glowing motes of energy coalesce, floating around you. For the duration, 1 mote is summoned at the start of your turn on every round. As a bonus action on your turn, you may release as many of these motes as you want, targeting one enemy within range. Each mote deals 1d4+1 force damage, and they all strike the designated target at the same time. When a hostile creature moves within 5ft of you or attacks you, they take damage equal to the number of motes around you. If you lose concentration on this spell, the remaining motes explode, and each creature within 15ft including you must make a constitution saving throw against your spell save DC. On a failed save, a creature takes 2d4+1 force damage per remaining mote. On a successful save, creatures take half damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, 2 additional motes are summoned to start, and 1 additional mote is summoned each round for every level of the spell slot above 4th.
Back to Main Page → 5e Homebrew → Spells → Artificer
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard