Choose a direction and conjure a large size boulder violently rolling in that direction. The boulder is conjured in a 10 foot by 10 foot space directly in front of you and will move 80 feet in the chosen direction at the end of your turn.
If a creature is in the space where the boulder will be conjured, or is in the path of where it will move they must make a Dexterity saving throw. On a failed save they take 8d8 bludgeoning damage and are knocked prone. On a successful save they take half, rounded down. If the boulder hits a solid surface it will bounce off of it, permanently losing 10 feet of movement each time, and change directions accordingly. The boulder will smash through anything less than 1 foot of stone, 1 inch of metal, or 3 feet of wood blocks.
A creature may attempt to stop the boulder instead of getting out of the way of it by making a Strength saving throw. On a successful save you are pushed back 20 feet with the boulder and the boulder stops, reducing its movement to 0. If you make a successful save and are pushed into a solid surface from the boulder’s knockback, you take half damage but still stop the boulder. On a failed save you are knocked prone and take an extra 4d8 bludgeoning damage on top of the regular damage.
Huge or bigger creatures always have advantage on the Strength save, while small or tiny creatures always have disadvantage on it. The damage from the boulder does not count as magical damage for the purposes of overcoming resistance and immunity to non-magical damage.
You may use the same roll for all instances of damage each round.
(Note: All reference to movement is based on a flat plane. Adjust accordingly to terrain.)
* - (a marble or round pebble)
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