Pulse Grenade (5e Spell)

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Pulse Grenade
2nd-level Transmutation
Casting time: 1 action
Range: 60 feet (10-foot-radius)
Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast)
Duration: up to 15 seconds (3 turns)

Your grenade create a 10-foot-radius sphere of sparking lightning centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area must make a Dexterity saving throw. A creature takes 2d8 Lightning damage on a failed save, or half as much damage on a successful one. Any creatures that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.

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