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Flaming Sphere in Dungeons & Dragons 5e

Basic Rules (2014)

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 ft. (5 ft. sphere)
Components: V, S, M
Materials: a pinch of brimstone
Duration: 1 minute (concentration)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At higher levels:

The damage increases by 1d6 for each spell slot level above 2.

Available for: Druid, Sorcerer, Wizard, Alchemist, Light Domain, Circle of Wildfire, The Celestial

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