Fellhammer (5e Spell)
| 1st-level evocation | |
| Casting time: | 1 action |
|---|---|
| Range: | Self (10 ft. radius) |
| Components: | S |
| Duration: | Instantaneous |
You form a magical hammer in both hands before slamming it into the ground. All creatures within range must make a Dexterity saving throw. On a fail, a creature takes 1d8 force damage and knocked prone. A creature that succeeds this save takes half as much damage and isn't knocked prone. Instead, they are pushed 5 feet away from you. After your slam, the hammer disappears.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 1st.
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