A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light during a 10-foot radius and dim light for a further 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also Attack with the flame, although doing so ends the spell. Once you cast this spell, or as an action on a later turn, you’ll hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell’s damage increases by 1d8 once you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Produce Flame 5e
- Casting Time: 1 action
- Range: Self
- Components: V S
- Duration: 10 minutes
- Classes: Druid
In your hand, you’ll see the flickering flame. This flame won’t harm anything either you or your equipment and this flame will remain for the duration. Produce Flame 5e will offer you the intense Inner Light a 10-foot radius and this flame also will offer you dim light for subsequent or a further 10 feet radius. These spells are often stopped or end by dismissing it as an action or once you cast it again.
As a Druid, your Spellcasting Modifier is going to be determined by your Wisdom Ability Modifier. If you plan to make a variety Spell Attack within five feet of the target and therefore the target is hostile, you’ll be rolling with an obstacle. Rolling with an obstacle means you roll two dice and use rock bottom results.
The best time to use Produce Flame is once you got to illuminate a neighborhood. While the spell will end in ten minutes, the very fact that you simply don’t need to use any materials so as to cast it makes up for that issue. I’m sure your team banker if you’ve got one, will help make the case for stopping every ten minutes so as to save lots of money on torches, flint, and steel.
While it doesn’t hurt to use Produce Flame as an attack, I might recommend finding a spell that doesn’t require using two actions so as to deal with the damage. 1D8 is nothing to sneeze at, as most Cantrips affect d6’s, but having to use a second action for a possible at two more damage feels counterproductive once you could have the potential to deal twelve damage over those self-same two turns.
There are many better options when it involves combat! At the Cantrip level alone, you’ve got several range-based spells – Frostbite (2d6 Cold), Poison Spray (1d12 Poison), and Thunderclap (1d6 Thunder) all require one action so as to cast and deal damage. For Melee, you’ll use Shillelagh, which allows you to use your Wisdom modifier rather than your Strength modifier once you are making an attack with the weapon you imbued with magic.
Further, on the extent track, you’ve got Flame Blade at level two, which may be cast as a bonus action and can deal more damage to the upper you’re in levels. For Ranged, you’ve got Heat Metal, which can heat up a weapon in an enemy’s hands that are in range and can allow you to deal additional damage as a bonus action as long because the enemy remains to carry the weapon. Which is simply touching the tip of what might be a potentially powerful Druid!