When a creature speaks and you can hear and see it within 30 feet of you, as a bonus action you quickly cast this trap spell which resolves at the end of the triggering target's turn. When you manifest this magic you conjure forth magical vectors from behind yourself, each baring monstrous and translucent teeth which you send forth to thrash and bite the target of your ire. You target a 30-foot line that is 5 feet wide, and two equidistant parallel paths that are 15-foot radius crescent shapes that are 5 feet wide. All of which originate from you. The target and targets in the path must make the following saving throws based on which path they are in:
Strength Saving Throw. The left-most path forces a Strength saving throw, on a failure the target takes 2d4 force damage and is grappled until the end of its next turn. On a success taking half as much damage.
Dexterity Saving Throw. The right-most path forces a Dexterity saving throw, on a failure the target takes 2d4 magical slashing damage and begins Bleeding (1d4). While a target suffers from the Bleeding condition it loses hit points at the start of its turn and may attempt to end the condition by performing a DC 15 Medicine check, alternatively the condition ends upon receiving any amount of healing. On a success taking half as much damage and suffering no additional effects.
Constitution Saving Throw. The center path forces a Constitution saving throw, on a failure the target takes 2d4 thunder damage and if it was concentrating on a magical effect the DC for the Constitution saving throw to maintain it is immediately set to 15. On a success taking half as much damage and suffering no additional effects.
If the initial target of this spell fails all three saving throws then you curse it and manifest an ethereal set of large teeth from vectors originating behind it. These teeth follow the target for 1 minute and once per turn when it speaks above a whisper or attempts to use verbal components for a magical effect, the teeth make a melee spell attack dealing 2d4 + your spellcasting modifier in magical piercing damage.
Trap Spell: This is a special spell type which utilizes an available bonus action on or off your turn when triggered, trap spells always resolve at the end of the triggering target's turn and expend the bonus action in the same way a reaction would be used.
At Higher Levels: The damage of this spell increases by 1d4 for each spell slot level above 2nd level and the DC for maintaining concentration increases by +1 for every spell slot level above 2nd.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/4/2026 7:46:51 AM
|
0
|
1
|
0.0
|
Coming Soon
|
|
|
9/5/2026 12:52:12 AM
|
11
|
1
|
--
|
Coming Soon
|
|
|
9/5/2026 3:48:32 PM
|
13
|
1
|
1.1
|
Coming Soon
|
|
|
9/20/2026 3:11:34 AM
|
18
|
1
|
1.2
|
Coming Soon
|
Comments