Combat Effect: You place a fixed magical ward in a 10 foot diameter circle around you that is invisible to normal senses and lasts for as long as you concentrate on it, up to 1 minute. There are two versions of this ward that you may place:
• Radiant Ward: The next creature hostile to you that enters the area triggers the ward, and must make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is restrained until the end of its next turn, and on a successful save the creature takes half as much damage. Once triggered, the ward ends.
• Magic Ward: Monsters normally resistant to nonmagical weapons can be affected normally within the area of the ward, and they treat the area within the ward as difficult terrain.
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