You touch a creature and imbue it with the magical fortitude and presence of a great dragon. Roll 5d8; the total is how many temporary hit points the creature gains for the duration. While the creature has these temporary hit points, it gains an elemental resistance of your choice. Choose acid, cold, fire, lightning, or poison. The creature has resistance to the chosen damage type. At the start of your turn roll 1d8; the result is how many temporary hit points the creature regenerates to it's initial pool of temporary hit points.
Additionally, while the target has these temporary hit points it may use a bonus action on each of its turns to attempt to frighten a creature of its choice within 15 feet. The creature must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute or until the spell ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of temporary hit points increases by 1d8 for the initial pool and the regeneration for each slot level above 4th.
* - (a dragon's scale, which the spell consumes)Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
10/20/2021 11:32:15 PM
|
4
|
0
|
--
|
Coming Soon
|
Comments