Level
5th
Casting Time
1 Action
Range/Area
120 ft. (15 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
Acid (...)

You manifest a flock of arcane creatures or objects of a specific element type on a point within range. The flock is a 15 ft. radius sphere.
As a bonus action, you can move the flock up to 30 ft. to a position within range that you can see.

Any creature that enters the flock for the first time on their turn, or starts it turn inside the flock must make a Saving Throw against your Spell Save DC based on the element the spell was cast with. The spells damage, saving throw and effect are based on the elemental type you cast the spell with as shown in the Elemental Effect Table below.

When you first learn this spell, you choose the elemental nature of this spell (see Elemental Effect Table). After choosing the damage type, it cannot be changed later on.


Subclass specific rules (optional):
Wizard:
  • When you are part of the Order of Scribes subclass, you are able to choose the damage type of the spell whenever you cast this spell.
Sorcerer:
  • When you chose the Wild Magic trait, you roll 1d10 whenever you cast the Spell. The spell effect is based on the Elemental Effect Table below.
  • When you chose the Draconic Bloodline trait, the damage type of the spell is the same as the damage type of your Draconic Ancestry.

 

Elemental Effect Table

1d10

Damage Type

Spell Save Modifier

Effect

1

Acid

CON

The creature needs to make a Constitution saving throw. It takes 5d6 acid damage on a failed save, or half as much damage on a successful one. 

Additionally the creatures take an additional 4d4 acid damage at the start of their next turn.

2

Cold

CON

The creature needs to make a Constitution saving throw. It takes 6d6 cold damage on a failed save, or half as much damage on a successful one.

Additionally, creatures that fail this saving throw have their speed halved until the start of their next turn.

3

Fire

DEX

The creature needs to make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The flock sheds bright light in a 20 ft. radius and an additional 20 ft. of dim light. Flammable objects inside the flock are ignited if they aren't being worn or carried.

4

Force

STR

The creature needs to make a Strength saving throw. It takes 4d10 force damage on a failed save, or half as much damage on a successful one. 

Additionally, creatures that fail this saving throw, are knocked prone or pushed 10 ft. in a direction of your choice.

5

Lightning

DEX

The creature needs to make a Dexterity saving throw. It takes 6d8 lightning damage on a failed save, or half as much damage on a successful one.

Additionally, creatures that fail this saving throw cannot use reactions until the start of their next turn.

6

Necrotic

CON

The creature needs to make a Constituation saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. 

Additionally whenever a creature fails this saving throw, you regain hit points equal to half the spell level used to cast this spell (rounded up).

7

Poison

CON

The creature needs to make a Constituation saving throw. It takes 3d12 poison damage on a failed save, or half as much damage on a successful one. 

Additionally, creatures that fail this saving throw are poisoned for 1 minute. It can repeat the saving throw at the end of it's turn ending the effect on a success. A creature that resists this effect is immune to it for the next 24 hours (damage still applies).

8

Psychic

INT

The creature needs to make a Constituation saving throw. It takes 4d8 psychic damage on a failed save, or half as much damage on a successful one.

Additionally, a creature that fails this saving throw is frightened of the caster for 1 minute. A creature can repeat the saving throw at the end of it's turn ending the effect on a success. If the creature ends it's turn inside the area of effect, it has disadvantage on the saving throw. A creature that resists this effect is immune to it for the next 24 hours (damage still applies).

9

Radiant

CON

The creature needs to make a Constituation saving throw. It takes 4d10 radiant damage on a failed save, or half as much damage on a successful one.

Additionally, a creature that fails this saving throw is blinded for 1 minute. A creature can repeat the saving throw at the end of it's turn ending the effect on a success. If the creature ends it's turn inside the area of effect, it has disadvantage on the saving throw. A creature that resists this effect is immune to it for the next 24 hours (damage still applies).

10

Thunder

CON

The creature needs to make a Constituation saving throw. It takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. 

Additionally, creatures that fail this saving throw become disoriented and are under the effect of the Confusion spell. The creature can repeat the saving throw at the end of their turn ending the effect on a success. A creature that resists this effect is immune to it for the next 24 hours (damage still applies).

Additionally, any creature inside the flock, is completly deafened for as long as it remains inside the flock. The thunderous sound the flock creates, can be heared up to 300ft. away.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by an additional damage dice (both initial and later damage) for each slot level above 5th.
(e.g. Acid: Initial damage increases by 1d6 and additional damage on next turn increases by 1d4)

* - (A handful torn pieces of paper)

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2021 7:56:50 PM
11
1
1
Coming Soon

Spell Tags: Healing Damage Control Combat

Available For: Sorcerer (Legacy) Wizard (Legacy)

Chaptrap

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