![]() During this time, the first creature is deaf and blind with regard to its own senses. Additionally, as an action, one affected creature can see through another's eyes and hear what it hears until the start of its next turn, gaining the benefits of any special senses that the other creature has. For the duration, each creature can communicate with the other telepathically, as long as they are on the same plane. You link the minds of two creatures within range, each with an Intelligence score of at least 2. Components: S, V, M (a tadpole's mummified brain).You roll an additional 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). If the target has that many hit points or fewer, it falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.Īt Higher Levels. On a hit, roll 1d8, and double the rolled result if the target is taken by surprise. Make a melee spell attack against a creature you can reach. If the creature lands from a fall before the spell ends, it takes no falling damage and can land on its feet. Until the spell ends, whenever a targeted creature would find itself falling, its rate of descent will slow to 60 feet per round. Components: V, M (a large feather or piece of down)Ĭhoose up to five creatures within range.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell ends if you let go of the weapon.Īt Higher Levels. An object or creature that was the source of a noise loud enough to deal thunder damage since the end of the last turn.įor the duration, the first time you hit a creature with this weapon each turn, the target must succeed on a Dexterity saving throw or take an additional 1d6 damage of the relevant type. An object or creature that has sustained lightning damage since the end of your last turn. An apple-sized or larger piece of ice or snow. Stagnant acid capable of dealing 1 or more acid damage on immediate contact. In order for this effect to occur, you need to have the relevant source of elemental energy within range: You infuse a weapon you're wielding with raw elemental energy. You can direct each attack at the same target or at different ones. The hand can attack twice when you reach 5th level, three times at 11th level, and four times at 17th level. The hand can't throw an object that weighs more than 10 times your spell ability score in pounds and it can't be used for any action that would require any degree of finesse.Īt Higher Levels. The type of damage dealt can be piercing, slashing or bludgeoning, depending on the type of object thrown and at the Game Master's discretion. An object thrown by the hand has a range of 15/30 feet and upon hit a target takes 1d4 nonmagical damage + the hand's Strength modifier. ![]() ![]() The hand can only use its attack to Shove a creature with proficiency or to use an object as a thrown weapon it's proficient with. Each time you control the hand, the hand can move up to 30 feet and it can also make one attack using its Strength score. The hand has a Strength equal to your spellcasting ability score and a Dexterity of 1. You can use your action to control the hand. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. The hand lasts for the duration or until you dismiss it as an action. ![]()
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