Choose acid, cold, fire, lightning, or poison, and a point on the ground within range. You create a spectral head of the appropriate colour which emerges from that point and lasts for the duration. The head grows from a neck which can be up to 5ft long. You can move the summoned heads to another suitable point within range of you as a bonus action on subsequent turns.
As an action, you can command all the summoned heads to make a breath attack simultaneously. Each active head emits a 30ft long, 5ft wide line in a direction you choose. The heads are not required to fire the lines in the same direction. Each creature in a line must make a Dexterity saving throw taking 2d6 damage per line affecting it on a failed save, or half as much damage on a successful one. The damage is of the chosen type(s).
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, you summon two heads. A 5th- or 6th-level slot summons 3 heads. A 7th- or 8th-level slot summons 4 heads. A 9th-level slot summons 5 heads. Additional heads can be of any damage type allowed by the spell and don't have to match the same damage type as the original head.
Previous Versions
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3/26/2020 11:22:14 PM
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