The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Chaos Storm

Level 5 •

Casting Time: 1 action
Range: 300'
Components: V, S
Duration: Instantaneous
Damage Type: Multiple

Save: Dexterity
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 + 5d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the storms damage type: Acid (1), Cold (2), Fire (3), Force (4), Lightning (5), Poison (6), Psychic (7), Thunder (8).

If you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once by each casting of this spell.
At Higher Levels
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Verbal Component: Creo Tempestas Chao

Class: Sorcerer

Domain: Chaos

Tags: Damage

View Chaos Storm Spell Card (New Window? )

Return to Previous Page