Flame Strike
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At a Glance
Level
5th
School
Evocation
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No
How Flame Strike Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S, M (pinch of sulfur) |
| Duration | Instantaneous |
| Saving Throw | Dexterity |
Available to:
Damage
4d6 fire + 4d6 radiant(Dexterity)
At Higher Levels
When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Common Mistakes
Common Mistake
Forgetting it deals both fire and radiant damage
Common Mistake
Not considering the 40-foot height when casting indoors
Common Mistake
Forgetting allies in the area also need to save
Common Mistake
Not choosing which damage type increases when upcasting
DM Tips
DM Tip
A classic cleric damage spell with excellent flavor
DM Tip
The mix of fire and radiant damage means most creatures are vulnerable to at least one type
DM Tip
Great for dealing with groups of enemies
DM Tip
Describe the divine fire dramatically descending from above
Frequently Asked Questions
Sources & Further Reading
- Flame Strike — D&D 5e Wikidot — Full SRD text
- Flame Strike — Roll20 Compendium — Structured reference
- Flame Strike — D&D Beyond — Official digital reference