Wake of Buzzards (5e Spell)
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7th-level Conjuration | |
Casting time: | 1 action |
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Range: | Self (30-foot-radius sphere) |
Components: | V, S, M (a piece of rotting flesh) |
Duration: | Concentration, up to 1 minute |
You cause buzzards to descend onto a 30-foot radius around yourself. The flock spreads around corners and is lightly obscured. It lasts for the duration or until a wind of strong or greater speed (at least 20 miles per hour) disperses it.
When the flock appears, each creature in the area other than yourself must make a Dexterity saving throw. A creature takes 5d12 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
When you cast the spell—and as a bonus action on each of your turns thereafter—you may move the flock up to 15 feet in any direction, or you may direct the buzzards to target a specific creature in the area. That target must make an additional Dexterity saving throw, taking 5d12 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 10 feet for each slot level above 7th.
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