Night Guardians (5e Spell)
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3rd-level conjuration | |
Casting time: | 1 action |
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Range: | Self (20-foot radius) |
Components: | V |
Duration: | Concentration, up to 1 hour |
You call forth dream creatures to protect you.
They flit around you to a distance of 20 feet for the duration. This spell may only be cast at night or under the night sky. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area and it can no longer take reactions, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes either 3d8 psychic or 3d8 cold damage (your choice, made when the spell is cast). On a successful save, the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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