Hellish Rebuke
EvocationYou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Spell Details
Player Guide
Cast Hellish Rebuke only after you've been damaged in the same turn, making it an excellent reactive tool that doesn't consume your action. Position yourself where enemies must attack you to reach allies, maximizing trigger opportunities. The spell scales well with levels, reaching 4d10 at 3rd level, making it valuable throughout early campaigns. Remember it requires a reaction, so you can only cast one per round and cannot use it if you've already used your reaction.
DM Tips
Track which creatures damaged the caster each round—Hellish Rebuke only works against creatures that dealt damage to the caster on their turn, not allies. Consider enemy positioning; intelligent foes may avoid attacking heavily-armored casters if they know Hellish Rebuke is coming.