Spell - Radiant Bolt

Radiant Bolt

“The radiant light of Dasyra leapt from the young woman’s hands and arcing across the chasm, striking the abomination where it stood…”

Level: 1
Casting Time: 1 Action
Components: V,S
Range: 120’
Target: One creature or object
Duration: Varies
Save: None
Source: Dasyra, the Shining Star

You channel the divine energy of Dasyra, sending it towards an enemy of your choice. The radiant energy manifests as bright, streaming bolts of light from your hands or divine bond. You may add additional 1d6’s to all radiant damage rolls by taking a -2 penalty to the spell check for each additional die.

Table: Casting Check
Result Description
1-11 Failure.
12-13 The hands of the cleric pulse with energy as a bolt leaps from her hands. One target takes 1d6 radiant damage.
14-17 The hands of the cleric crackle with energy as a bolt leaps from her hands. One target takes 1d6+CL radiant damage. Additionally, it must make a DC 15 Dexterity save or the next attack roll made against this target before the end of your next turn has advantage, thanks to the radiant light glittering on the target until then.
18-19 The hands of the cleric crackle with energy as a bolt leaps from her hands. One target takes 2d6+CL radiant damage. Additionally, it must make a DC 15 Dexterity save or the next attack roll made against this target before the end of your next turn has advantage, thanks to the radiant light glittering on the target until then.
20-23 The cleric sends out an arc of radiant energy.One target takes 3d6+CL radiant damage. Additionally, it must make a DC 15 Dexterity save or the all attack rolls made against this target before the end of your next turn have advantage, thanks to the radiant light glittering on the target until then.
24-27 The cleric sends out an arc of radiant energy. One target takes 4d6+CL radiant damage. Additionally, it must make a DC 15 Dexterity save or the all attack rolls made against this target for 1d4 rounds have advantage, thanks to the radiant light glittering on the target until then.
28-29 The cleric sends out an arc of radiant energy up to 180’. One target takes 4d6+CL radiant damage. Additionally, it must make a DC 17 Dexterity save or the all attack rolls made against this target for 1d4 rounds have advantage, thanks to the radiant light glittering on the target until then. Further, any creatures, at the caster’s discretion, within 5’ of the target must make a DC 15 Dexterity save or suffer a -2 penalty to AC, attack rolls and saving throws for the duration of the spell.
30-31 The cleric sends out an arc of radiant energy, bursting upon impact. One target takes 4d6+CL radiant damage. Additionally, it must make a DC 17 Dexterity save or the all attack rolls made against this target for 1d4 rounds have advantage, thanks to the radiant light glittering on the target until then. Further, any creatures, at the caster’s discretion, within 10’ of the target take 2d6+CL radiant damage and must make a DC 15 Dexterity save or suffer a -2 penalty to AC, attack rolls and saving throws for the duration of the spell.
32+ The cleric sends out an arc of pure radiant energy, bursting upon impact. One target takes 6d6+CL radiant damage. Additionally, all attack rolls made against this target for 1d4 rounds have advantage and the target suffers disadvantage on all attack rolls, spell checks, skill checks and saving throws, thanks to the radiant light glittering on the target until then. Further, any creatures, at the caster’s discretion, within 20’ of the target take 4d6+CL radiant damage and must make a DC 17 Dexterity save or suffer disadvantage to all attack rolls and saving throws for the duration of the spell.

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Spell - Radiant Bolt

Reign of Hazards JohnGrady JohnGrady