Flaming Sphere
ConjurationA 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.
Spell Details
Player Guide
Position the sphere to control chokepoints and force enemies into difficult positioning decisions. Use it to deny areas rather than rely on it as primary damage, since enemies can simply move away. The sphere's 30-foot movement range each turn allows reactive repositioning to catch fleeing enemies or cut off escape routes. Combine with forced movement spells or terrain obstacles to maximize hits and create tactical advantages.
Spell Combos
DM Tips
Remember the sphere moves on the caster's turn as a bonus action (not automatic), and the DEX save is only triggered when enemies END their turn within 5 feet. Clarify with players that the sphere can't occupy a creature's space, preventing them from using it as a mobile barrier to block enemies.