![]() ![]() You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. The hand releases a restrained target if you do either. On a success, the target escapes and is no longer restrained by the hand.Īs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. To break out, the restrained target can make a Strength check against your spell save DC. ![]() It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.Īs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. The target must make a Strength saving throw. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. You choose a 5-foot-square unoccupied space on the ground that you can see within range. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Ĭomponents: V, S, M (a miniature hand sculpted from clay) Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. If the dirt or stone you target is on the ground, you cause it to become difficult terrain.You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns.This movement doesn’t have enough force to cause damage. If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away.You manipulate it in one of the following ways: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. It knows the following sorcerer spells (an asterisked spell is from appendix B):Ĭantrips (at will): acid splash, blade ward, light, mending, mold earth*ġst level (4 slots): expeditious retreat, false life, shieldĢnd level (3 slots): Maximilian’s earthen grasp*, shatterģrd level (3 slots): erupting earth*, meld into stoneĭuration: Instantaneous or 1 hour (see below) Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Stonemelder is a 7th-level spellcaster. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. If expelled, you fall prone in an unoccupied space closest to where you first entered.Senses tremorsense 30 ft., passive Perception 12ĭeath Burst. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. You can use your movement to leave the stone where you entered it, which ends the spell. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. Using your movement, you step into the stone at a point you can touch.
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