- Casting Time
- 1 Action
- 60 Feet
- Concentration, up to 1 minute
- Materials Required
- A bit of tallow, a pinch of brimstone, and a dusting of powdered iron
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 1d6 for each slot level above 2nd.
Is Flaming Sphere Good?
Overall Rating: Green. This means that flaming sphere is a good spell.
Overall Notes: Not the best damage, but AoE and the ability to move the sphere as a bonus action are useful if up against a horde of weak enemies.
Class Specific Ratings for Flaming Sphere
The Celestial warlock: Not the best damage, but AoE and the ability to move the sphere and continually cause damage as a bonus action makes this a good use of resources. Especially so if you are up against a horde of weak enemies. Damage scales well with warlock spell levels.