D&D 5E New Spell: Blood Pulse

I personally don't mind players using spell combos. With a spell duration of 1 round, most of that would have to come from player coordination/use of tactics with another magic user casting those spells. In my games I try to encourage those things, so it's less of a concern.

There will be blood for sure!
Too much for a 3rd level spell,
it could make 6d6 + 18D10 damage and even more.
But blood will be if it is what the DM want.
 

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yeah the self inflicting damage that doesn't bypass Temp HP or even reduce maximum HP can be a fickle thing. but i also agree with those before, way too strong for a 3rd level spell.
 

It's funny how much more complicated spells need to be in 'simpler' 5e, sometimes. The mechanics of Blood Pulse in the 4e Compendium, 44 words. The attempt above, 185. How it works is also clearer and less broken thanks to one word, 'willingly.' :shrug:

I'd suggest the following revision:

You conjure motes of crimson plasma to streak across the battlefield to a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d6 damage on a failed save, or half as much damage on a successful one. For the duration of the spell, creatures that failed their save take additional damage equal to the distance they move willingly.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
 

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