Trip Grenade (5e Spell)

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Trip Grenade
3rd-level Transmutation
Casting time: 1 Action
Range: 60ft (15-foot cone)
Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast)
Duration: Up to 15 seconds (3 turns)

You throw a Stick like grenade that stick to any surface to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is Lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity saving throw or take 3d8 damage. On a successful save the target takes half damage.

The grenade uses a motion detector allowing it to find hidden or invisible creatures that enters the grenades 15 ft cone, the detector uses your passive perception score, the creature must make Stealth check against the grenade detector to avoid detonation.

The Grande can remain on the surface indefinitely unless disarmed by you or another creature. To disarm the grenade the creature must make an Intelligence save against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.

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