From the 5E SRD:

Quote
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
[/quote]
After a few tests Flaming Sphere seems normal, enemies take full damage when they fail the DC and half when they succeed.[/quote]

[quote=DragonSnooz][quote=LukasPrism]Well considering Flaming Sphere isn’t supposed to be making attack rolls at all, I’m not super surprised the implementation is a bit mangled.

That might be what the OP was seeing. Damage was still be taken, but maybe it's only half damage if the creatures make their save.

Last edited by Vortex138; 01/03/21 06:05 PM.