Difference between revisions of "Firefinger (cantrip)"

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Objects not listed might still catch fire if exposed to the finger.  Each is entitled to a [[Saving Throws for Items|saving throw]] vs. normal fire.  The effect doesn't last long enough to produce significant heat, though it will produce a flash of light that may help the character gain his or her bearings for a moment.  There's no remaining afterglow after the cantrip ends.
 
Objects not listed might still catch fire if exposed to the finger.  Each is entitled to a [[Saving Throws for Items|saving throw]] vs. normal fire.  The effect doesn't last long enough to produce significant heat, though it will produce a flash of light that may help the character gain his or her bearings for a moment.  There's no remaining afterglow after the cantrip ends.
  
The flame lasts only an instant, but it has the power to cause a single [[Hit Points|point]] of [[Damage (hit points)|damage]], provided the caster is immediately adjacent to the target (no roll is needed [[Roll to Hit|to hit]]).
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The flame lasts only an instant, but it has the power to cause a single [[Hit Points|point]] of [[Damage (hit points)|damage]], provided the caster is immediately adjacent to the target (no roll is needed [[Roll to Hit|to hit]]).

Revision as of 23:29, 3 October 2021

Firefinger (cantrip).jpg

Firefinger causes a flame to flow from the caster's finger that's able to light a lamp, torch, candle, oil-soaked rag or split log, along with paper, straw and oil floating atop water, without other assistance. Upon touching the item, it will spring into illumination at once.

Firefinger
Range 6 in.
Duration 1 round
Area of Effect 1 object
Casting Time 1 action point
Saving Throw none
Level cantrip

Objects not listed might still catch fire if exposed to the finger. Each is entitled to a saving throw vs. normal fire. The effect doesn't last long enough to produce significant heat, though it will produce a flash of light that may help the character gain his or her bearings for a moment. There's no remaining afterglow after the cantrip ends.

The flame lasts only an instant, but it has the power to cause a single point of damage, provided the caster is immediately adjacent to the target (no roll is needed to hit).