Fireball 5e
Fireball deals 8d6 fire damage, an average of 28, to every creature in a 20-foot-radius sphere centered on a point within 150 feet. Each creature makes a Dexterity saving throw and takes half damage on a success. Casting it with a slot above 3rd adds 1d6 per level, so a 5th-level Fireball deals 10d6.
Pick a slot and press Roll.
Fireball at a glance
| Level | 3rd-level evocation |
| Casting time | 1 action |
| Range | 150 feet (20-foot-radius sphere) |
| Components | V, S, M (a tiny ball of bat guano and sulfur) |
| Duration | Instantaneous |
| Classes | Sorcerer, Wizard |
| Resolution | Dexterity saving throw; half damage on a success |
| Damage type | Fire |
Fireball damage by slot level
| Slot | Dice | Min | Average | Max |
|---|---|---|---|---|
| 3rd-level slot | 8d6 | 8 | 28 | 48 |
| 4th-level slot | 9d6 | 9 | 31.5 | 54 |
| 5th-level slot | 10d6 | 10 | 35 | 60 |
| 6th-level slot | 11d6 | 11 | 38.5 | 66 |
| 7th-level slot | 12d6 | 12 | 42 | 72 |
| 8th-level slot | 13d6 | 13 | 45.5 | 78 |
| 9th-level slot | 14d6 | 14 | 49 | 84 |
How Fireball works
How it works: You pick a point within 150 feet and a burst of flame fills a 20-foot-radius sphere around it. Every creature in the area makes a Dexterity saving throw against your spell save DC. A creature takes 8d6 fire damage on a failed save, or half as much on a success. Roll the damage once and apply it to everyone in the blast.
Damage range: 8d6 runs from 8 to 48, with an average of 28. A creature that succeeds on its save takes half the rolled total, rounded down, so 14 on an average roll.
Upcasting: Each slot level above 3rd adds 1d6. A 4th-level slot deals 9d6 (average 31.5) and a 9th-level slot deals 14d6 (average 49).
Side effects: Flammable objects in the area that are not being worn or carried catch fire. Watch out for allies: the sphere hits every creature inside it, friend or foe, unless a feature such as the Sculpt Spells option of an evoker wizard protects them.
Fireball: 2014 vs 2024 rules
| 2014 PHB | 2024 PHB | |
|---|---|---|
| Damage | 8d6 fire | 8d6 fire |
| Upcasting | +1d6 per slot above 3rd | +1d6 per slot above 3rd |
| Area | 20-foot-radius sphere | 20-foot-radius sphere |
| Save | Dexterity, half on success | Dexterity, half on success |
Fireball FAQ
How much damage does Fireball do in 5e?
Fireball deals 8d6 fire damage at 3rd level, which ranges from 8 to 48 and averages 28. Creatures that pass the Dexterity save take half.
How much damage does an upcast Fireball do?
Add 1d6 per slot level above 3rd: 9d6 at 4th (average 31.5), 10d6 at 5th (average 35) and 14d6 at 9th (average 49).
Do you roll Fireball damage separately for each creature?
No. You roll the damage once and every creature in the area takes that amount, or half of it if it succeeds on its save.
Can Fireball hurt your allies?
Yes. It affects every creature in the 20-foot-radius sphere, including your party, unless something like the evoker wizard's Sculpt Spells feature shields them.
Related
Other 3rd-level spells
- Animate Dead
- Bestow Curse
- Blink
- Clairvoyance
- Counterspell
- Daylight
- Dispel Magic
- Fear
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
Rules are summarised in our own words; monster stat blocks are reproduced from the SRD. This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License. Card icons by Lorc and Delapouite from game-icons.net, licensed under CC BY 3.0.
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