As you hold your hands with thumbs touching and fingers spread, a skinny sheet of flames shoots forth from your outstretched fingertips. Each creature during a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects within the area that are not being worn or carried.
At Higher Levels: once you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.
Burning Hands 5e
- Level: 1st
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
ATTACK/SAVE: DEX Save
Burning Hands deals slightly more damage, but its area is smaller and therefore the damage type is Fire, one among the more commonly resisted damage types. Most of the dnd spells on the list are here for his or their utility instead of their damage potential. Once your level is in double digits, cantrips are getting to be packing more of a punch than Burning Hands.
Sticking an additional d6 on your damage sounds pretty tame, but once you begin dropping multiple attacks per round it can add up quickly.
You create an outsized hand of shimmering, translucent force in an unoccupied space that you simply can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points adequate to your hit point maximum. If it drops to 0 hit points, the spell ends. it’s a Strength of 26 (+8) and a Dexterity of 10 (+0).
The hand doesn’t fill its space. once you cast the spell and as a bonus action on your subsequent turns, you’ll move the hand up to 60 feet then cause one among the subsequent effects with it. fist The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand The hand attempts to push a creature within 5 feet of it in a direction you select. Make a ask the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you’ve got a plus on the check. If you succeed, the hand pushes the target up to five feet plus a variety of feet adequate to five times your spellcasting ability modifier.
The hand moves with the target to stay within 5 feet of it. Grasping Hand The hand attempts to grapple a large or smaller creature within 5 feet of it. you use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you’ve got a plus on the check. While the hand is grappling the target, you’ll use a bonus action to possess the hand to crush it. Once you do so, the target takes bludgeoning damage adequate to 2d6 + your spellcasting ability modifier.
Interposing Hand The hand interposes itself between you and a creature you select until you give the hand a special command. The hand moves to remain between you and therefore the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is a smaller amount than or adequate to the hand’s Strength score. If its Strength score is more than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.