River's Wrath
4th-level enchantment
Casting time: 1 action
Range: 60 feet
Target: 20-foot long, 5-foot wide within range
Components: V S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Druid, Warlock
Subclasses: --
Summoning the elemental energy of the water plane, a 20-foot long, 5-foot wide torrent of continuous water rises from the ground. The current moves in a direction of your choosing.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
As a bonus action on your turn you can extend the river by 10 feet in any direction from either end. If the extended river hits a new creature, that creature must make teh same saving throw against the river's damage as teh innitial cast.
A creature caught in River's Wrath can move by swimming. Because of the force of the river, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, the creature is pushed 10 feet downriver in accordance with your chosen direction of the current.
Summoning the elemental energy of the water plane, a 20-foot long, 5-foot wide torrent of continuous water rises from the ground. The current moves in a direction of your choosing.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
As a bonus action on your turn you can extend the river by 10 feet in any direction from either end. If the extended river hits a new creature, that creature must make teh same saving throw against the river's damage as teh innitial cast.
A creature caught in River's Wrath can move by swimming. Because of the force of the river, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, the creature is pushed 10 feet downriver in accordance with your chosen direction of the current.
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