Investiture Of Flame D&D 5th Edition 6th Level Spell Guide

Investiture Of Flame

  • Level: 6
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Ritual: No
  • Concentration: Yes
  • Save: Dex Save
  • Damage: Fire
  • Spells: Druid, Sorcerer, Warlock, Wizard
  • Source: From EE Players Champion, Page No. 19


Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

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