You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a minor explosion occurs at the point you just left, and each creature within 10 feet of that space must make a Dexterity saving throw, they'll take 4d10 fire damage on a failed save and be knocked prone. On a successful save they take half as much damage and are not knocked prone. The resulting boom can be heard and felt from up to 100 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Comments