Two streams of liquid bursts forth from your hand toward a single creature (Large or smaller), coating it and the ground around it. When the liquids mix, they give off noxious fumes and begin to form a tough and resilient blob. The target must make a Constitution save or take 1d6 poison damage and be glued to a surface (Grappled), until the start of your next turn. If the blob is not anchored to a solid mass (such as a wall, tree or ground), the conjured blob will not grapple the target and seeps off the creature harmlessly, at the start of your next turn.
On a successful save, the blob has no effect on the target, oozing off the creature instantly and seeping into the ground harmlessly.
The target can attempt to escape the grapple with an DC 13 Athletics (strength) check. On a failure , the target takes 1d8 slashing damage.
This spell’s damage and escape DC increases when you reach higher levels. At 5th level, the toxic attack deals 2d6 poison damage to the target; the Athletics (strength) DC increases to 15 and the damage the target takes for failing to escape increases to 2d8. Both damage rolls increase by 1 die at 11th level and 17th level. The escape DC increase by 2 at 11th level (17) and 17th level (19).
* - (A bit of flour and a drop of water)Previous Versions
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6/25/2020 3:02:53 AM
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6/29/2020 4:58:40 PM
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