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    Quick Answer

    Fireball is a 3rd-level evocation spell for Sorcerers and Wizards. It explodes in a 20-foot-radius sphere at a point up to 150 feet away. Every creature inside makes a Dexterity saving throw and takes 8d6 fire damage (average 28) on a failure, or half (about 14) on a success. Each slot level above 3rd adds 1d6.

    Overview

    Fireball is a 3rd-level evocation spell that deals 8d6 fire damage to every creature in a 20-foot-radius sphere. Sorcerers and Wizards get it at 5th level, the first time they can cast 3rd-level spells. In the 2014 rules, Fiend warlocks can also learn it from their expanded spell list.

    It is the standard answer to a crowd. The damage is rolled once for every creature in the blast, and a successful Dexterity save still costs the target half. Against groups of low-hit-point enemies, one casting often ends the fight.

    The cost is precision. The sphere is 40 feet across and does not care who is inside, so allies in the blast take the damage too. Anything immune or resistant to fire shrugs it off. Cast it early, cast it on a cluster, and place it where your party is not.

    Stat Block

    PropertyValue
    Level3
    SchoolEvocation
    Casting Time1 action
    Range150 feet
    ComponentsV, S, M
    MaterialA tiny ball of bat guano and sulfur.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackDEX
    ClassesSorcerer, Wizard

    When NOT to Use This

    • •Your melee allies are already engaged with the enemies. A 20-foot radius will catch them.
    • •The target is a single creature. A single-target spell or a control spell does more for the slot.
    • •The enemies are immune or resistant to fire. Many fiends, fire elementals, and red dragons fall in this group.
    • •The room is full of things you want to keep. Fireball ignites flammable objects that nobody is wearing or carrying, such as loot, books, and maps.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent against three or more targets. Poor against one.
    Action EconomyOne action, no concentration, and the damage lands immediately.
    Opportunity CostCompetes with Hypnotic Pattern, Counterspell, and Haste for 3rd-level slots.

    When worth the slot: Three or more enemies grouped within a 20-foot radius, ideally with low hit points or poor Dexterity saves.

    When NOT worth the slot: A lone boss, fire-resistant enemies, or a fight that is already won.

    Upcasting table

    Each slot level above 3rd adds 1d6, which is 3.5 damage on average. The save column shows the true average with half damage rounded down.

    SlotDamageAverage (failed save)Average (successful save)
    3rd8d62813.75
    4th9d631.515.5
    5th10d63517.25
    6th11d638.519
    7th12d64220.75
    8th13d645.522.5
    9th14d64924.25

    Upcasting scales slowly. A 5th-level slot adds only 7 average damage over the base spell, so a 5th-level spell like Cone of Cold (8d8, average 36) usually does more with that slot.

    Pro Tips

    Tip #1: Count hit points, not just targets.

    Why it works: Fireball is at its best when the average damage kills on a failed save and often kills on a success. Hobgoblins have 11 hit points. Ogres have 59. Three hobgoblins can be a better target than two ogres.

    This avoids the mistake of: Spending the slot on big creatures that walk out of the fire at half health.

    Tip #2: Place the center of the sphere, not the edge.

    Why it works: You choose the point of origin anywhere within 150 feet that you have a clear path to. The radius extends 20 feet in every direction from that point, so center it on the cluster and keep allies more than 20 feet away.

    This avoids the mistake of: Aiming at the closest enemy and catching your own fighter.

    Tip #3: Evocation wizards can protect allies.

    Why it works: Sculpt Spells (2014, 2nd-level School of Evocation feature) lets you pick 1 + the spell's level creatures you can see. For a 3rd-level Fireball that is 4 creatures. They automatically succeed on the save and take no damage.

    This avoids the mistake of: Holding Fireball for the "perfect" moment that never comes once melee starts.

    Tip #4: Cast it in round one.

    Why it works: Enemies are often grouped at the start of a fight, before they spread out. Damage dealt in round one also removes enemy attacks from every round after it.

    This avoids the mistake of: Waiting until the enemies are already split up and engaged with your party.

    Common Mistakes to Avoid

    Rolling damage separately for each target

    Why it's bad: The rules say a spell that damages several targets at once rolls damage once for all of them.

    Do this instead: Roll 8d6 once. Every creature that fails takes that total. Every creature that succeeds takes half, rounded down.

    Forgetting that allies in the area take damage

    Why it's bad: Fireball affects each creature in the sphere. It has no built-in way to exclude friends.

    Do this instead: Check positions before you cast, or use Sculpt Spells if you are an Evocation wizard.

    Thinking a successful save means no damage

    Why it's bad: A successful Dexterity save halves the damage. Only creatures with Evasion, such as 7th-level Rogues and Monks, take nothing on a success.

    Do this instead: Expect about 14 damage on each successful save at 3rd level.

    Assuming you can target a point you cannot reach

    Why it's bad: You need a clear path to the point. If you pick a point you can't see and a wall is in the way, the explosion happens on your side of the wall.

    Do this instead: Target a point you can see, or accept that the blast will start at the obstruction.

    Usage Tips

    • •Worked example: A 5th-level wizard with 16 Intelligence has a spell save DC of 14. Six hobgoblins (11 hit points, Dexterity +1) need a 13 or higher on the d20 to succeed, so each fails 60% of the time. A failed save kills almost every time, since 8d6 is 11 or more in over 99.9% of rolls. A successful save kills when the roll is 22 or higher, about 91% of the time. Each hobgoblin dies about 96% of the time.
    • •Same spell, tougher targets: Orcs have 15 hit points and Dexterity +1. A failed save still kills almost every time. A success kills only when the roll is 30 or more, about 38% of the time. Each orc dies about 75% of the time.
    • •Roll it yourself with the dice roller, or compare it with other spells in the damage calculator.
    • •Fireball can hit objects and terrain too. Unattended flammable objects in the area start burning, which can light a barricade or a hay-filled barn.
    • •Track your remaining 3rd-level slots with the spell slot tracker. Fireball is often the first slot a party wants spent.
    • •Related area spells: Burning Hands at 1st level, Cone of Cold at 5th, and Delayed Blast Fireball at 7th. Watch for enemy Counterspell. Browse every guide in the spell guide index.

    Rules Notes

    • •Range is 150 feet to the point of origin. The sphere is 20 feet in radius, so 40 feet across.
    • •Each creature in the sphere makes a Dexterity save. There is no attack roll.
    • •Damage is rolled once for all creatures. A successful save halves it, rounded down.
    • •The 2014 text says the fire spreads around corners. Creatures around a corner but within 20 feet of the point are still in the area.
    • •It ignites flammable objects in the area that aren't being worn or carried.
    • •Each slot level above 3rd adds 1d6 fire damage.
    • •It is not concentration, so it never competes with your other concentration spells.

    Synergies

    • •Hold Person from an ally: Paralyzed creatures automatically fail Dexterity saves. See the paralyzed condition.
    • •Haste on a teammate: It does not boost Fireball, but it is the other strong 3rd-level choice. Pick Fireball for groups and Haste for long fights against a few tough enemies.
    • •Grappling or forced movement: Anything that bunches enemies together makes the 20-foot radius count.
    • •Sculpt Spells: Lets an Evocation wizard drop Fireball into a melee without hurting allies.
    • •Empowered Evocation: At 10th level, an Evocation wizard adds their Intelligence modifier to the damage roll.

    Anti-Patterns

    • •Casting it at a fire elemental, a red dragon, or most devils.
    • •Casting it into a crowded melee without Sculpt Spells.
    • •Upcasting it to 6th level or higher when a higher-level spell would do more.

    Tactical Modules

    • •Opening volley: Win initiative and hit the enemy formation before it spreads out.
    • •Doorway trap: Enemies funneling through a door or corridor are grouped for you.
    • •Clean-up: After the front line softens a group, Fireball finishes several wounded enemies at once.

    Countermeasures

    • •Threat: An enemy caster with Counterspell. Response: Bait the counterspell with another spell first, or cast from beyond 60 feet, which is Counterspell's range. Fallback: Use a different damage type next turn.
    • •Threat: Enemies spread out on purpose. Response: Switch to single-target spells or control. Fallback: Use terrain and allies to herd them together.
    • •Threat: Fire resistance or immunity. Response: Switch damage type. Fallback: Spend the slot on Haste or a control spell instead.

    Fireball in the 2024 Rules

    The 2024 Player's Handbook keeps the core numbers. It is still a 3rd-level evocation spell for Sorcerers and Wizards. It still deals 8d6 fire damage in a 20-foot-radius sphere, with a Dexterity save for half and 1d6 more per slot level above 3rd.

    Two details changed. First, the "spreads around corners" sentence is gone. The general area-of-effect rule now applies: a spot is outside the area if every straight line to it from the point of origin is blocked by total cover. See cover rules. Second, the 2024 rules allow only one spell slot per turn. You can't cast Fireball with your action and another leveled spell with a bonus action on the same turn.

    Access changed a little too. Fiend warlocks always have Fireball prepared from warlock level 5. Druids of the Circle of the Land who choose arid land also get it at druid level 5. The Evocation wizard's Sculpt Spells moved from 2nd level to 6th level.

    Frequently Asked Questions

    How much damage does Fireball do in 5e?

    Fireball deals 8d6 fire damage, which averages 28. A creature that succeeds on its Dexterity save takes half, about 14. Each spell slot level above 3rd adds 1d6, so a 5th-level Fireball deals 10d6, which averages 35.

    Does Fireball hurt allies in 5e?

    Yes. Every creature in the 20-foot-radius sphere makes the save, including your allies and you. Evocation wizards can protect a few creatures with Sculpt Spells. Everyone else needs to be outside the area.

    How big is Fireball in 5e?

    Fireball is a sphere with a 20-foot radius, so it is 40 feet across. On a 5-foot grid that covers a circle roughly eight squares wide. You can center it on any point within 150 feet that you have a clear path to.

    Does Fireball go around corners in 5e?

    In the 2014 rules, yes. The spell text says the fire spreads around corners, so creatures within 20 feet of the point are hit even without a straight line to it. The 2024 text removed that line, so total cover between the point of origin and a creature now protects it.

    Who can cast Fireball in 5e?

    Sorcerers and Wizards have Fireball on their class spell lists and can cast it from 5th level. Fiend warlocks can add it through their patron. In the 2024 rules, arid-land Circle of the Land druids also get it at druid level 5.

    Is Fireball good in 5e?

    Yes. It deals the same damage as Lightning Bolt with an easier area to aim, and far more than most 3rd-level options when three or more enemies are grouped. It is weak against single targets and anything that resists fire.

    Does Fireball set things on fire in 5e?

    Yes, but only flammable objects in the area that are not being worn or carried. A creature's clothing and gear do not catch fire. Loose paper, wooden crates, and dry hay in the area do.

    Can you counterspell Fireball in 5e?

    Yes. Counterspell can stop it if the counterspeller is within 60 feet of the caster. In the 2014 rules a 3rd-level Counterspell automatically stops a 3rd-level Fireball, and an upcast Fireball needs an ability check unless the Counterspell is cast at that level or higher.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

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