Ball Lightning

Vitality Cost

6 per Turn

Casting Time

1 Action




50 Meters




Con Save
Slam your hands together. As you pull them apart a ball of lightning forms between them. Cast this sphere of death forth and watch it smite your enemies.
A 1-meter diameter sphere of pulsating lightning appears in an unoccupied space in front of you and lasts for the duration. Any creature that ends its turn within 5 meters of the sphere must make a Constitution saving throw. The creature takes 4d10 lightning damage and is shocked on a failed save. It takes half as much damage and is not shocked on a successful one.
As a bonus action, you can move the sphere up to 15 meters. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. The sphere hovers, and you may move it in any direction so long as it ends its movement adjacent to a solid surface. If you get out of range of the sphere or lose concentration, the sphere disappears.
Upcast. You may spend an additional 2 Vitality to increase the damage dealt by an additional 1d10 lightning damage.
Shocked. When a creature is shocked, it loses concentration. A shocked creature can’t take reactions and can only take an action or a bonus action on its turn, not both.
If a shocked creature would be shocked again, it is stunned (see the condition) instead. At the start of its turn, a creature stunned by this effect may attempt a DC 10 Constitution saving throw, ending the stun on a success.
Taking a short or long rest removes the shocked condition.
Stunned. A stunned creature is incapacitated (It can’t take Actions or Reactions), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws and attack rolls against the creature have advantage.

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