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The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. | The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. | ||
=== Uncommon Spells === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Ensnaring Strike | ||
|- | |- | ||
| Level: 1 || Casting Time: 1 Bonus Action || | | Level: 1 || Casting Time: 1 Bonus Action || Conjuration | ||
|- | |- | ||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | | Range: Self || Duration: 1 Minute (Concentration) || Components: V | ||
|} | |} | ||
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. | |||
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. | |||
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Hail of Thorns | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. | |||
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Hunter's Mark | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Divination | |||
|- | |||
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: V | |||
|} | |||
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | |||
{| class="wikitable" | |||
|+ Zephyr Strike | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. | |||
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. |