Stasis (5e Spell)

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Stasis
3rd-level Abjuration
Casting time: 1 reaction, which you take when a projectile moves within 15 feet of you or when you’re targeted by a melee attack
Range: 15 feet
Components: S
Duration: Instantaneous


You attempt to put an attacking creature or projectile near you into stasis.

Creature. If you target a creature, that creature must succeed on a Wisdom saving throw. On a failed save the creature's attack misses and its turn immediately ends as it enters stasis. A creature in stasis is stunned, immune to all damage, and cannot be affected by other spells until the start of its next turn. The creature appears bound by chains that seemingly disappear after the it is freed from its stasis. When the stasis ends, the creature uses its action to make an attack against the space that you were in when you cast the spell, regardless of whether you are there or not.

Projectile. If you target a projectile, make an ability check using your spellcasting ability. The DC equals 10 for non-spell attacks, and 10 + the spell’s level for spell attacks. On a success, the projectile enter stasis until the start of the turn it was launched in. A projectile in stasis cannot be moved and is immune to all damage. The projectile appears bound by chains that seemingly disappear after the it’s bound. When the stasis ends, the projectile continues onward, potentially missing targets that moved out its path.


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