Depth Charge

2nd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small metal canister or sphere)

Duration: Instantaneous

Classes: druid, sorcerer, wizard

You can hurl a canister of hyper-compressed water that explodes in water. Each creature within a 15-foot cube take 3d8 bludgeoning damage, or half as much on a successful Constitution save. Creatures failing their save also are pushed 15 feet away from the center of the depth charge area. A depth charge deals double damage to the hulls of boats, ships, submersibles, and other water vehicles. A depth charge deals no damage to creatures or objects that are not in the water.

Rather than hurling a depth charge for immediate detonation, you may drop the depth charge into the water and allow it to sink at a rate of 30 feet per round, delaying its explosion by up to 3 rounds. A creature in the water can pick up the depth charge and move it, though there is a 25% chance each round it is handled that it detonates immediately.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 for each slot level above 2nd, and you can delay the detonation of a dropped charge by an extra round.

Section 15: Copyright Notice

The Dragon’s Hoard #21 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

This is not the complete section 15 entry - see the full license for this page