Level
Cantrip
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled
School
Transmutation
Attack/Save
None
Damage/Effect

As you set up the hunting trap used as material component for that spell, you conjure the powers of the nature to infuse them inside the trap. The DC of the Dexterity saving throw and the one of the Strength checks required by the trap become both equal to your spell casting modifier.

In addition, choose one of the following effects, that effect happens when the trap is triggered, on top of the other effects of the hunting trap.

  • Freezing trap. The creature that triggers the trap takes 2d6 cold damage and its speed is reduced by 10 feet for 1 minute.
  • Burning trap. Each creature within a 10 feet of the trap take 2d6 fire damage. The creature that triggered the trap take an extra 1d10 fire damage.
  • Electrified trap. The creature that triggers the trap takes 2d6 lightning damage and make its next attack roll, ability check or saving throw with a disadvantage.
  • Explosive trap. The creature that triggers the trap takes 2d6 thunder damage and is knocked prone. Then, each other Large or smaller creatures within 10 feet of the trap is pushed 15 feet away from the trap.
  • Chemical trap. The creature that triggers the trap takes 2d6 acid damage, and it takes 2d4 acid damage at the start of each of its following turns until it is freed from the hunting trap.

In higher level. When you cast this spell using a 2nd-level spell slot or higher, the initial 2d6 elemental damage increases by 1d6 for each spell level above 1st (the extra 1d10 fire damage from the burning trap and the 2d4 acid damage from the chemical trap don't increase).

* - (a hunting trap, worth at least 5 GP)

Available For: Ranger (Legacy) Ranger

FragranceMan

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