Dnd 5e Many Enemies Are Resistant To Elemental Dmg Cantrips
Transmutation
Jun 25, 2017 Play a wizard or cleric. Snow leopard dmg usb bootable. If you want big damage, then warlock multiclassed into sorcerer is also an option, at the expense of flexibility. 5e has plenty of class imbalance but the lack of major splatbooks and generally better balancing means you can't do any silly infinite loops quite as easily.
Apr 30, 2015 Re: All damage type I always found Acid associated with earth. Maybe it was because sonic was it's own special thing and that meant acid was the only one left over to be the earth damage. Elves used to be resistant to all enchantments, but now (as of 5e) they're only resistant to charms specifically. They are still immune to sleep, but they're vulnerable to all of your other enchantments. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space.
Level: 4
Casting time: 1 Action
Range: 300 feet
Components: V,S,M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood
You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water
You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow
You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
Page: 227 Players Handbook
A Cleric, Druid, Wizard, spell
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Evocation
Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
Convert dmg files. You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Page: 171 from Xanathar's Guide To Everything
A Cleric, spell
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Dnd 5e Many Enemies Are Resistant To Elemental Dmg Cantrips In 5e
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