Conjure and throw a ball of flammable oil to soak your foes, leaving them vulnerable to follow-up attacks. Choose a point within range. Each creature in a 5-foot-radius sphere centered on that point a must make a Dexterity saving throw. A target becomes Doused in flammable oil for 1 minute on a failed save, and avoids being Doused on a successful one.
While Doused a creature has disadvantage on saving throws against spells that deal Fire damage. Additionally, spell attack rolls that deal Fire damage are made with advantage against Doused targets.
Once 1 minute has elapsed, or the target takes Fire damage, the target is no longer Doused. A creature can use a cleaning spell such as Prestidigitation to remove the Doused status from themselves or someone else.







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