One of the signature spells of Dungeons & Dragons (D&D) 5th Edition is Fireball, which has been used greatly in various adventures. However, how well do you know Fireball? After all, it is one of the most iconic spells in the game. It is up to you to find out what you know, and even more importantly, what you do not know, with this guide to everything you need to know about Fireball in D&D 5e.

Fireball vs. Burning Hands:

If you’re new to Dungeons and Dragons 5e, you might wonder what the difference is between Fireball and burning hands. Both spells are evocation spells that damage an area’s creatures, but there are some key differences. A fireball spell deals fire damage, which can set objects on fire and force a saving throw for half (DC 12).

A fireball spell creates a 20-foot-radius sphere of destruction centered on its point of origin. Creatures within this radius take 6d6 points of fire damage (half if they make their saving throw) from being scorched by flames. Creatures who fail their saving throws against a fireball also suffer extra effects based on whether or not they have hair or clothing. Those with hair must succeed at a DC 15 Dexterity save or catch fire, taking 3d6 points of fire damage at the start of each turn until someone takes action to put out the flames. Those with clothing must succeed at a DC 13 Dexterity save or catch on fire and burn for 2d4 rounds unless someone takes action to put out the flames.

How Fireball works in Dungeons & Dragons 5th Edition:

Fireball is a staple spell in Dungeons & Dragons 5th Edition. The spell is a 3rd-level evocation, which means it uses up a 3rd-level spell slot. The spell ranges 150 feet, creating a 20-foot-radius sphere of fire. Any creature caught in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 8d6 fire damage. On a successful save, the creature takes half as much damage. The radius of the Fireball increases by 10 feet for every level after the 3rd that you cast it (up to an additional 60 feet at the 18th level).

The mechanics of Fireball 5e:

When you cast Fireball, a bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed to save or half as much damage on a successful one.

The Fireball ignites flammable objects in the area that are not being worn or carried. It causes fires to spread faster than they would otherwise. If you were attempting to extinguish flames in the area (such as by casting control flames), Fireball renders your efforts useless for 1 minute (as if you had cast pyrotechnics).

Is it worth using over Burning Hands?

In my opinion, it depends on the situation. If you are up against many enemies, then Fireball is worth it. It has a higher damage output and can affect multiple targets. However, if you are only facing one or two foes, then burning hands might be a better option since it is more focused. Plus, with the new necklace of fireballs 5e option, you can cast Fireball as many times as you want without worrying about running out of spells! So, what are you waiting for? Get your fireball spell today!

What other things can I do with this spell/class feature/roster slot?

Fireball is a classic spell in Dungeons and Dragons, and for a good reason - it is incredibly versatile and can deal a ton of damage. However, what else can you do with this spell? Continuation (four sentences using at least one of these words or phrases: d&d Fireball, d&d fireball spell, d&d 5e Fireball, fireball dnd, fireball dnd 5e): For starters, Fireball creates an explosion centered on the point you target within the range that does not harm anyone. The radius is 3 feet at 1st level and increases by 1 foot every two levels. Continuation (one sentence with at least two of these words: d&d Fireball, d&d 5e Fireball): Creatures who take damage from the blast must make a dexterity saving throw or suffer half as much on their next turn.

The Fireball spell is a staple of the Dungeons & Dragons game. It is a simple yet effective way to deal damage to multiple enemies simultaneously. If you are new to D&D 5e, here is everything you need to know about the Fireball spell. When casting this spell, you can choose one of three sizes: small (1d6), medium (2d6), or large (4d6). You can also add additional d6 dice by spending more than one slot-spell level. For example, if you cast it as a large fireball with four slots-spell levels, it would do 8d6 worth of damage to all creatures in its path and have an area that covers 120 feet in diameter.

However, it would be best if you kept some things in mind when casting this spell. First, every creature within 30 feet of the Fireball must make a Dexterity saving throw or take 3d6 fire damage on a failed to save and half as much on a successful one. Second, anyone who ends their turn within 10 feet of the Fireball takes 1d6 fire damage from the lingering flames.

Kingsley
Kingsley is only crazy about Dungeons & Dragons. For three years he played the DND master for different groups of people. In addition, he has worked on the internet and board games. He is familiar with DND's various gameplay options and themes, and as a DM, Arthur provides the answer no matter which DND-related topic you struggle with.