Alastar
2020-06-30, 03:23 PM
Hi, this is my first time posting. I read the rules and I'm hoping I didn't miss anything.
So in dnd 5e, there is this 2nd LVL conjuration spell called Flaming Sphere. I chose it and I'm not 100% sure how it works. I get the part that if a creature ends its turn within 5ft of the sphere must make a dex saving throw to avoid the damage. I don't get the ram part of the spell. What does it mean that the targeted creature must make a saving throw against the sphere's damage? What roll must the creature do? A dex saving throw? Or what? I don't really get it. :smallconfused:
Flaming Sphere
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. 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.
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. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
ld6 for each slot level above 2nd.
Any help is greatly appreciated.
So in dnd 5e, there is this 2nd LVL conjuration spell called Flaming Sphere. I chose it and I'm not 100% sure how it works. I get the part that if a creature ends its turn within 5ft of the sphere must make a dex saving throw to avoid the damage. I don't get the ram part of the spell. What does it mean that the targeted creature must make a saving throw against the sphere's damage? What roll must the creature do? A dex saving throw? Or what? I don't really get it. :smallconfused:
Flaming Sphere
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. 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.
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. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
ld6 for each slot level above 2nd.
Any help is greatly appreciated.