Level
1st
Casting Time
1 Action
Range/Area
10 ft
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Bludgeoning
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
I didn't realize they changed it but apparently in XGTE they changed it from self (10ft) to 10ft making distant spell work when it previously would not have. Also enlarging yourself does increase aoes, which is why no player characters are large sized. They'd be op at everything.
You can't actually do that, because if you cast a spell as a bonus action then you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. Of course, you can still use your action to dodge or something. As far as I know, your math is correct though, so you might cast Enlarge on yourself on turn 1 and then Earth Tremor on turn 2, or have another spellcaster boost you.
I was thinking of Slammu from Street Sharks myself.
So, what if I'm a flying character? Do I have to come down close to the ground to cast this, or is it just centered on my location, on the ground, no matter how high I'm flying?
Dumb question: what is the DC for the dexterity save? And how do I figure this out for other spells, because a lot of spells seem to say 'make a save' but don't say the DC?
Your class will tell you the save DC somewhere under spellcasting. You will use it for all spells cast by your character.
This one is from Druids: Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
But it does summon energy? Kinetic energy.
The difficult terrain is only for if the ground was already loose earth or stone (dirt/soil/grit/clay or gravel/river rock/sand/boulders respectively) that gets kicked up by the tremor. The spell creates the tremor, the difficult terrain is just an indirect consequence that will sometimes happen.
This spell already makes the area difficult terrain, if it's loose earth or stone.
Unfortunately for me (chronic sorcerer player and frequent DM), you can't actually cast a spell as a bonus action on the same turn when you cast a non-cantrip spell as an action. It's really dumb, IMO, but it is a rule.
So you do need a second spellcaster, or a second turn, or just a second action (a la action surge) to pull this combo off.
funny d&d story p.s. not DM i was playing a human fighter and the rest of the party was human fighters as well except for a tiny half-ling wizard we were in the first fight aka a bar fight and we were losing badly we all roled tarably but the wizards role of a nat 20 on casting earth tremor made the bar get torn apart and the people in the bar we all dead including us it is still the funniest d&d fight i have ever been in.
What is the attack bonus
This spell doesn't use an attack roll. As it says in the description, affected creatures need to make a Dexterity saving throw. The DC for the saving throw is the caster's spell save DC, which is 8 + caster's proficiency bonus + caster's spellcasting ability modifier.
whats the DEX Save DC?