How much damage does flaming sphere do?

How Much Damage Does Flaming Sphere Do in D&D 5e? A Comprehensive Guide

The Flaming Sphere spell in D&D 5th Edition is a classic example of a spell that’s more nuanced than it might initially appear. It’s not a single blast of damage like a Fireball, but rather a persistent area of fiery threat that can be moved around the battlefield. So, how much damage does it actually do? Let’s break it down:

The Core Damage:

At its base level (2nd-level spell slot), Flaming Sphere doesn’t deal damage upon casting, instead it creates a 5-foot-diameter sphere of fire. The primary way it inflicts damage is when a creature ends its turn within 5 feet of the sphere. In this case, the creature must make a Dexterity saving throw. On a failed save, it takes 2d6 fire damage, and on a successful save, it takes half that amount, or 1d6 fire damage.

However, the versatility of the spell lies in its ability to be moved as a bonus action by the caster. Using this bonus action, you can move the sphere up to 30 feet. Critically, if you ram the sphere into a creature’s space, that creature must make the same Dexterity saving throw as if it ended its turn next to the sphere, and takes the same 2d6 (or half on a success) fire damage.

Therefore, a single creature can potentially take damage from the Flaming Sphere twice in a single round – once when you move the sphere into them as a bonus action, and again if they end their turn adjacent to the sphere. This also applies to multiple creatures, who may all be targets, once per turn each.

Damage Scaling:

Flaming Sphere does get stronger if you use a higher-level spell slot. When cast using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. So, a 3rd-level cast deals 3d6 damage on a failed save; 4th level deals 4d6 damage, and so on.

Maximum Potential Damage:

The maximum damage that can be inflicted on a single creature on any given round is capped by the caster’s action economy. The sphere deals its damage when you, the caster, ram it into a creature with a bonus action, and then again if a creature ends its turn within range. Therefore, the maximum potential damage per turn is twice the base damage die, or 4d6 fire damage (or double the modified damage from higher-level spells). However, this maximum damage potential could be realized on multiple creatures.

However, it is important to consider the damage output over several rounds. The sphere lasts for the spell’s duration, meaning that the spell could deal considerably more damage to the enemy if managed and maneuvered well.

Frequently Asked Questions (FAQs) About Flaming Sphere

Can Flaming Sphere hit multiple enemies simultaneously?

Yes, absolutely! If multiple enemies end their turn within 5 feet of the sphere, or if you maneuver it into multiple targets using your bonus action, they must all make the Dexterity saving throw and take damage on a failure. This is where the spell truly shines against clustered or large groups of enemies. It isn’t a one-time use spell and its area of damage can persist and affect multiple targets over several rounds.

Does Flaming Sphere deal damage when it’s cast?

No, the sphere does not do any immediate damage upon being summoned. The damage only occurs when a creature ends its turn within 5 feet of the sphere or when the sphere is maneuvered using a bonus action into a creature’s space. Therefore, there is no initial damage spike like with other spells, it is a more nuanced way of dealing consistent damage.

What is the saving throw DC for Flaming Sphere?

The saving throw DC is calculated as 8 + your spellcasting ability modifier + your proficiency bonus. This value determines how difficult it is for enemies to avoid the spell’s effects, so improving the caster’s stats will also improve the spell’s damage output over time.

Can creatures move through Flaming Sphere?

Yes, the sphere is made of fire and doesn’t impede movement. Creatures can pass through it without penalty, and it doesn’t provide any cover or count as difficult terrain. The only thing they need to worry about is making the saving throw if they end their turn within 5 feet.

Can Flaming Sphere damage the same creature twice in one round?

Yes, it can. The primary method is by using your bonus action to move the sphere into a creature and then the creature ending its turn within range. This can lead to considerable damage output per round on a single target.

What are the range and duration of Flaming Sphere?

The sphere can be created within 60 feet of you and lasts for the spell’s duration, which is up to 1 minute (or 10 rounds of combat) while you maintain concentration. It has a movement range of 30 feet per bonus action.

Does Flaming Sphere require concentration?

Yes, Flaming Sphere does require concentration. If you take damage or are subjected to a concentration check, you could lose control of the spell and it will disappear. This makes you vulnerable to attacks aimed at breaking your concentration.

Can Flaming Sphere set things on fire?

Yes, the sphere can ignite flammable objects that aren’t being worn or carried. It also sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This can be useful for revealing hidden enemies or making it easier to navigate dark environments.

Is Flaming Sphere a good spell for damage output?

While not the most powerful damage-dealing spell in the game, it is certainly a good one. Its utility is in its consistent, repeatable, and tactical damage output against multiple targets as opposed to a large area-of-effect burst like Fireball. The ability to move the sphere with a bonus action provides great tactical flexibility. It can be particularly effective against hordes of weaker enemies or in tight corridors.

Which classes can learn Flaming Sphere?

Flaming Sphere is traditionally a spell that is available to Wizards, Sorcerers, and Druids. However, it may be available to other classes via subclasses or feats that grant access to different spells lists.

Is Flaming Sphere considered an area-of-effect spell?

Yes, while not a traditional AoE like Fireball, Flaming Sphere is often considered an area-of-effect spell because it impacts anyone within its 5-foot proximity. It doesn’t deal damage in a single burst but rather through continuous presence and tactical maneuvering.

How does Flaming Sphere interact with fire resistance and immunity?

Creatures with resistance to fire damage take half damage from Flaming Sphere, while those with immunity to fire damage take no damage. This is important to consider if you are facing opponents that are known for having fire resistance.

Does the Flaming Sphere spell benefit from advantage or disadvantage?

No. The spell deals damage by the opponent failing or succeeding a Dexterity saving throw. The spell has no attack roll, so it does not benefit from advantage or disadvantage.

Can you use your bonus action to move Flaming Sphere before casting another spell?

Yes, if you have the bonus action available you may use it to move the sphere before casting another spell. You can move the sphere, and then take your action, which may be to cast another spell. However, both spells cannot be cast in the same turn, as per the bonus action spell casting rules in the game.

What are some tactical uses for Flaming Sphere?

Aside from dealing damage, Flaming Sphere can be used to block doorways, provide light in dark areas, and force enemies to move or take damage. It is a tactical spell with a variety of uses. Its versatility makes it a popular pick for tactical players.

In conclusion, Flaming Sphere is a versatile and strategically valuable spell. It is not the highest damage-dealing spell, but its ability to inflict consistent fire damage, move around the battlefield with a bonus action, and affect multiple enemies makes it a strong choice for players who prefer tactical and strategic combat. Understanding how it works and the potential damage output can greatly improve your efficiency on the battlefield.

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