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Divine Fragmentation in Dungeons & Dragons 5e

Dustriders

Divine Fragmentation

2-level Evocation

Casting Time: 1 Action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A soapstone, carved in the shape of a holy symbol
Duration: Instantaneous
Attack/Save: Dexterity Saving Throw
Damage/Effect: Radiant
In your hand you manifest a mote of divine power, a swirling, radiant orb. You aim your other hand to where you want to throw the mote, and throw it exactly where you aim, guided by your convictions. It detonates in a burst of light, firing beams off in many directions, piercing the darkness and whatever else they touch.   As an Action, you summon a radiant orb in your hand, which illuminates your surroundings with bright light in a 10-foot radius, and dim light an additional a 10 feet. You can hold this orb without harming yourself. You can hold this divine mote for up to 1 minute before it fizzles out.   As a Bonus Action, you can throw the divine mote at a location you can see within 60 feet of you. Upon landing, the orb explodes in a 15 foot radius. Any targets caught in the radius must make a Dexterity saving throw or take 3d4 Radiant damage. Three 30-foot long, 5-feet wide beams of radiant light fire off from the center of the explosion in directions of your choosing. Any targets caught inside those beams must also make a Dexterity saving throw against your Spellcasting DC or take 2d4 Radiant damage. Multiple beams cannot affect the same target twice. Any targets that failed their saves are also illuminated with dim light in a 10-foot radius until the end of your next turn.   Fiends, Mutants, and Undead take an additional 2d4 damage from this spell.   Targets that succeed on their saving throws only take half damage.
At higher levels: The damage from the explosion and each beam deals increases by 1d4 for each spell level above 2nd.
Available for: Chaplain (Cleric), Oathsworn (Paladin)

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