Shell Bomb (5e Spell)

From D&D Wiki

Jump to: navigation, search
Shell Bomb
4th-level Necromancy (ritual)
Casting time: 1 action
Range: Unlimited
Components: V, S, M(A turtle shell painted blue by some means, which the spell consumes)
Duration: 1 day


After coating the turtle shell in paint, you breathe into it a new purpose of explosive intent, and send it on its merry way to decimate a foe. It is a tiny undead with 30 hit points and an armor class of 16, which gains a flying speed of 60ft, and is resistant to all damage until the spell ends.

When casting this spell, target one creature that you can see, or speak the name of a creature. This creature must be on the same plane as you. The turtle shell continuously flies toward the target using its flying speed, pathing around obstacles and ignoring difficult terrain. If it does not reach the creature within the duration, the spell ends and it vanishes into nothingness.

When the turtle shell reaches the target's occupied space, it detonates with a large explosion. All creatures within 15 feet of the point of impact must make a Dexterity saving throw, taking 5d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are additionally pushed up to 30 feet away from the explosion's point of origin, and are knocked prone.

Casting this spell before the duration ends causes the previous casting to end prematurely.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by 1 day for every level above 4th.

1.00
(one vote)

Back to Main Page5e HomebrewSpellsArtificer Back to Main Page5e HomebrewSpellsCleric Back to Main Page5e HomebrewSpellsDruid Back to Main Page5e HomebrewSpellsSorcerer Back to Main Page5e HomebrewSpellsWarlock Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!


Advertisements: