Catapult
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. The object and creature both take 3d8 bludgeoning damage.
At a Glance
Level
1st
School
Transmutation
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No
How Catapult Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | S |
| Duration | Instantaneous |
| Saving Throw | Dexterity |
Available to:
SorcererWizard
Damage
3d8 bludgeoning(Dexterity)
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects increases by 5 pounds and the damage increases by 1d8 for each slot level above 1st.
Common Mistakes
Common Mistake
Forgetting that both the object and target take damage, potentially destroying the item
Common Mistake
Not enforcing the 1-5 pound weight limit - a sword is fine, a shield is too heavy
Common Mistake
Allowing objects being worn or carried to be catapulted
Common Mistake
Thinking the object can curve or change direction - it flies in a straight line only
DM Tips
DM Tip
Creative players will try to catapult alchemist's fire, holy water, or caltrops - allow it for fun
DM Tip
The spell is great for environmental storytelling - describe what objects are available
DM Tip
Consider what happens when players catapult fragile objects through windows or at alarm systems
DM Tip
This spell rewards tactical thinking about positioning and available ammunition
Sources & Further Reading
- Catapult — D&D 5e Wikidot — Full SRD text
- Catapult — Roll20 Compendium — Structured reference
- Catapult — D&D Beyond — Official digital reference