You fill the air with 5 flaming, daggers orbiting a point in a sphere with a 5 foot radius, centered on a point 5 feet in front of you. A creature rolls a DEX saving throw against a DEX roll of your own if they are in the sphere, enter the sphere on their turn, or start their turn in the sphere. On a failed save, the creature(s) takes 1d4 slashing damage for each dagger in the sphere and the spell persists. On a successful save, they take no damage and the spell ends. You may do any of the following with the sphere:
- When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one the daggers, sending it streaking toward a point you choose within 30 feet from the center point of the spell. Once the dagger reaches its destination or impacts against a solid surface, the dagger explodes. Each creature within 5 feet of the point where the dagger explodes must make a DEX saving throw. A creature takes 1d4 piercing damage on a failed save and another creature of your choice within 5 feet of any creature that took piercing damage this way takes fire damage equal to your INT modifier. On a successful save, the creature takes no damage.
- When you cast the spell — and as a bonus action on each of your turns thereafter — you can chose to detonate all the remaining daggers in the spell that are still flaming to deal 1d4 force damage for each dagger detonated to all targets within 5 feet of the sphere. If you are within 5 feet of the sphere when you detonate it, you take half of 1d4 force damage for each flaming dagger. When detonated, all creatures within range make a DEX saving throw. On a successful save, creatures take no damage but are pushed back 5 feet.
- You may use a bonus action to move the sphere up to 10 feet.
The spell ends if you move more than 30 feet away from the sphere, if a creature succeeds on their DEX saving throw from inside the area of the sphere, or if there are no more daggers in the sphere. All rounding in this spell is down.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of daggers created increases by one for each slot level above 3rd.
Prerequisites: Must have Green-Flame Blade and Bladesong Active. Must have 2 daggers equipped, one in each hand, and enough daggers in your inventory to cover the rest used in the spell depending on the casting level. Spell does not expend the daggers in your inventory.
* - (5+ daggers in Inventory)Previous Versions
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