Level
Cantrip
Casting Time
1 Action
Range/Area
Self 60 ft. (5 ft. )
Components
V, S *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Bludgeoning (...)

Normal Mode

Upon cast, a small sphere of water appears above your right shoulder, the liquid flowing with the the pulse of your heart. Any creature that ends its turn within 5 feet of you must make a Dexterity saving throw. The creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Target Mode

As a Bonus Action to switch the spell to Target Mode. You target a creature, and instead of the sphere attacking anyone within 5 feet, it will instead attack that creature at the end of your turn, as long as the creature is within 120ft, as long as you can see it. The creature must make a Dexterity saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can use your Bonus Action to switch it back to normal mode.

At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 1d6 for each slot level above 0.

* - (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

Spell Tags: Damage

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

unseenlonewolf

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