Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
30 ft. (5 ft. )
Components
S
Duration
1 Round
School
Abjuration
Attack/Save
WIS Save
Damage/Effect

You place a simple magical trap on the ground in a 5-foot square at a point you can see within range. The trap lasts until the start of your next turn.

The first hostile creature that enters the trap’s space or starts its turn there must make a Wisdom saving throw.

On a failed save, the creature’s speed is reduced by 10 feet until the start of its next turn. If the creature is invisible, it gains no benefit from invisibility against you until the start of its next turn.

On a successful save, the creature is unaffected.

When you reach 11th level in this class, the trap’s area becomes a 10-foot square.

When you reach 17th level in this class, a creature that fails the saving throw has its speed reduced to 0 until the start of its next turn instead.

Previous Versions

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RickyLewis

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