Chaos Orb (5e Spell)
| 1st-level evocation | |
| Casting time: | 1 action |
|---|---|
| Range: | 90 Feet |
| Components: | V,S |
| Duration: | Instantaneous |
You hurl a 4-inch-diameter sphere of energy, the color of this sphere determined by rolling a d12, which will determine the type of damage (see table below). Make a ranged spell attack against the target, on a hit the target takes 3d8 damage of the random type.
Acid Damage will appear as a bubbling yellowish fluid orb, making a hissing sound when flying.
Cold damage will appear as a pale whitish-blue crystalline orb, making a howling sound when flying.
Force damage will appear as a purplish energy orb, making a slight humming sound when flying.
Lightning will appear as a dark bluish translucent orb with sparks of electricity flying off it, making sparking sound when flying.
Poison damage will appear as a green gaseous orb with green fumes evaporating above it, making a low gusting sound when flying.
Psychic Damage will appear as a translucent pinkish orb, making no sound as it is flying.
Thunder damage will appear as a translucent whitish orb with a rippling surface, making a thunder crash sound when flying.
Fire damage will appear as a red fiery orb, making a flaming sound when flying.
Necrotic damage will appear as a blackish grey orb of dripping liquid, making a sloshing sound when flying.
Bludgeoning damage will appear as a solid metal orb, making a whooshing sound when flying and a clanging sound when striking.
Piercing damage will appear as an orb of metallic spikes, making a whooshing sound when flying and a thunking sound when impacting.
Slashing damage will appear as an orb of barbed wire, making no sound when flying and making a slicing sound when impacting.
| d12 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Force |
| 4 | Lightning |
| 5 | Poison |
| 6 | Psychic |
| 7 | Thunder |
| 8 | Fire |
| 9 | Necrotic |
| 10 | Bludgeoning |
| 11 | Piercing |
| 12 | Slashing |
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d8 for each slot level above 1st.
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