This spell allows the caster to prepare a trap for an attacker who approaches them.
Ensnaring Sentinel Spell level: Sorcerer/Wizard 3 Casting Time: 1 action Components: V, S, M (a flask of water) Duration: Concentration, up to 1 minute The caster is wrapped in a gentle swirling sheath of water, wrapped around their wrists. For the duration, the caster and the area immediately surrounding them in a 5-foot radius is considered difficult terrain. Any attacker who enters the area, or starts its turn within the area must make a Dexterity save to avoid becoming Restrained. A creature that starts its turn in the area and is already restrained takes 3d6 bludgeoning damage as the tendrils crush them. A creature restrained by the tendrils must make a Dexterity or Strength check (its choice) against your spell save DC. On a success, it frees itself. Also posted on Game Masters Stash on 28 November 2019. Comments are closed.
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