dungeons and dragons players handbook

(Jeff_L) #1




damage on a failed save, or half as mueh damage on a
sueeessful one,
The /ire spreads around eorners. It ignites flammable
objeets in the area that aren't being worn or earried.
At Higher Leve/s.When you east this spell using a
spell slot of 4th levei or higher, the damage inereases by
Id6 for eaeh slot levei above 3rd.

FIRE BOLT
Evoeation eantrip
Casting Time: I aetion
Range: 120 feet
Components: V,5
Duration: Instantaneous
Vou hurl a mote of /ire at a ereature or objeet within
range. Make a ranged spell attaek against the
targel. On a hit, the target takes IdlO /ire damage. A
flammable objeet hit by this spell ignites if it isn't being
worn or earried.
This spell's damage inereases by IdlO when you reaeh
5th levei (2dlO), 11th levei (3d 10), and 17th levei (4dlO).

FIRE SHIELD
4th./evel evoeation
Casting Time: I aetion
Range: 5elf
Components: V, 5, M (a bit of phosphorus or a /irefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the
duration, shedding bright light in a 10.foot radius and
dim light for an additional lO feel. Vou ean end the spell
early by using an aetion to dismiss il.
The flames provi de YOllwith a warm shield or a ehill
shield, as you ehoose. The warm shield grants you
resistanee to eold damage, and the ehill shield grants
you resistanee to /ire damage.
In addition, whenever a ereature within 5 feet of you
hits you with a melee attaek, the shield erupts with
flame. The attaeker takes 2d8 /ire damage from a warm
shield, or 2d8 eold damage from a eold shield.

FIRE STORM
7th./evel evoeation
Casting Time: I aetion
Range: 150 feet
Components: V, 5
Duration: Instantaneous
A storm made up of sheets of roaring flame appears
in a loeation you ehoose within range. The area of the
storm eonsists of up to ten 10.foot eubes, whieh you ean
arrange as you wish. Eaeh eube must have at least one
faee adjaeent to the faee of another eube. Eaeh ereature
in the area must make a Dexterity saving throw. It
takes 7d10 /ire damage on a failed save, or half as mueh
damage on a sueeessful one.
The /ire damages objeets in the area and ignites
flammable objeets that aren't being worn or earried.
If you ehoose, plant life in the area is unaffeeted
by this spell.

PART 3ISPELLS

FLAME BLADE
2nd./evel evoeation
Casting Time: I bonus aetion
Range: 5elf
Components: V, 5, M (leaf of sumae)
Duration: Coneentration, up to 10 minutes
Vou evoke a /iery blade in your free hand. The blade is
similar in size and shape to a seimitar, and it lasts for
the duration. lf you let go of the blade, it disappears, but
YOllean evoke the blade again as a bonus aetion.
Vou ean use your aetion to make a melee spel1
attaek with the /iery blade. On a hit, the target takes
3d6 /ire damage.
The flaming blade sheds bright light in a 10.foot
radills and dim light for an additional 10 feel.
At Higher Leve/s. When you east this spel1 lIsing a
spell slot of 4th levei or higher, the damage inereases by
Id6 for every two slot leveIs above 2nd.

FLAME STRIKE
5th-levei evocation
Casting Time: I aetion
Range: 60 feet
Components: V,5, M (pineh of sulfur)
Duration: Instantaneous
A vertieal column of divine /ire roars down from the
heavens in a loeation YOllspecify. Eaeh ereature in
a lO.foot.radius, 40.foot-high cylinder eentered on a
point within range must make a Dexterity saving throw.
A ereature takes 4d6 /ire damage and 4d6 radiant
damage on a failed save, or half as mueh damage on a
sueeessful one.
At Higher Leve/s.When you east this spel1 using a
spell slot of 6th levei or higher, the /ire damage or the
radiant damage (your ehoice) inereases by Id6 for eaeh
slot levei above 5th.

FLAMING SPHERE
2nd-levei eonjuration
Casting Time: I aetion
Range: 60 feet
Components: V. 5, M (a bit of tallow, a pineh of
brimstone, and a dusting of powdered iran)
Duration: Coneentration, up to I minute
A 5-foot.diameter sphere of /ire appears in an
unoeeupied spaee of your ehoice within range and lasts
for the duration. Any ereature that ends its turn within 5
feet of the sphere must make a Dexterity saving thraw.
The ereature takes 2d6 /ire damage on a failed save, or
half as mueh damage on a sueeessful one.
As a bonus aetion, you ean move the sphere up to 30
feel. If you ram the sphere into a ereature, that ereature
must make the saving throw against the sphere's
damage, and the sphere stops moving this turno
When you move the sphere, you ean direet it over
barriers up to 5 feet tall and jump it aeross pits up to
lO feet wide. The sphere ignites flammable objeets not
being worn or earried, and it sheds bright light in a
20.foot radius and dim light for an additional 20 feel.
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