Hell Flames race across your body, shedding bright light in a 35-foot radius and dim light for an additional 35 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
- You can't be frightened and if you are frightened during the cast this condition is removed
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You are immune to fire and cold damage.
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Hellish Rage: Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
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You can use your bonus action to create a line of fire 25 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
- Any spell that causes Fire damage deal 1d10 more of fire damage.
- Allys until 5-foot radius gains advantage to resist of frightened condition
In higher levels, the damage of hellish rage increases by 1d10 and the range of the line of fire increases 5ft for each level above the 5th.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/17/2019 11:53:33 PM
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4
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0
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1.0
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Coming Soon
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