Level
5th
Casting Time
1 Action
Range/Area
Self (20 ft. )
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Force (...)

You exhale destructive energy from your mouth. Choose one of the following options: 

Singularity Breath. You create a shining bead of gravitational force your mouth, then release the energy in a 30-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 5d8 force damage, and its speed becomes 0 until the start of your next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

Desiccating Breath. You exhale yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d8 necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.

Disorienting Breath. You exhale a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Scintillating Breath. You exhale a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 5d8 radiant damage on a failed save, or half as much damage on a successful one. You then gain 10 temporary hit points by absorbing a portion of the radiant energy.

Debilitating Breath. You exhale a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d8 thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Spell Tags: Damage

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Smuag

Comments

Posts Quoted:
Reply
Clear All Quotes