Level
5th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
You reach out to the land and call it to strike. For the next minute, you can roll 1d6 to cause one of the following lair actions as an action on your turn:
- Magma erupts from a point on the ground you can see within 120 feet, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that you can see within 120 feet. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when you perform another lair action.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that you can see. They must be within 120 feet of you and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 3d6 lightning damage.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point you choose within 120 feet. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 3d10 piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 3d10 piercing damage. The cloud spreads around corners and disappears when you perform another lair action.
- You create an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when you perform another lair action.
- Roll 2d6 and do both
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