You teleport yourself to an unoccupied space you’ll see within range. Immediately after you disappear, a thunderous boom sounds, and every creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder is often heard from up to 300 feet away.
Check More: D&D 5e Spells
You can bring along objects as long as their weight doesn’t exceed what you’ll carry. You’ll also teleport one willing creature of your size or smaller who is carrying fix to its carrying capacity. The creature must be within 5 feet of you once you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to seem in; otherwise, the creature is left behind.
5e Thunderstep
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: Instantaneous
- Scales: Yes
- Casters: Sorcerer, Warlock, Wizard
At Higher Levels
Once you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every slot level above 3rd.
Casting Thunderstep requires you to require the “cast a spell” action for your turn. If there’s not anything already on the dragons earlier we might think this might put you on the dragons back.
Now initially glance, which will not sound all that awesome. 3d6 damage isn’t an entire lot. and everyone they are doing is run away. That’s not shutting them down an equivalent way Tasha’s Hideous Laughter is. But you are doing it on a tricky enemy who is within melee range together with your melee specialist teammates. When the enemy runs far from your barbarian, your barbarian gets a chance to attack. Therefore the real damage is 3d6 psychic damage and whoever gets a chance attack. Amazing damage for a first-level spell and making them run away is good too.
Basic Information
- Name: Scroll of Thunder Step
- Rarity: Uncommon
- Type: Scroll
- Sanity Category: Consumables
- Relevant Page Number: 200
- Price Range (Per DMG): 101-500 GP
- Price (Per Sane Prices): 400 GP
Four spell slots on one fight, especially one where it seems like you’re reproval a medium fight, seems like a recipe to finish up having no resources when a fight comes up later within the day. And everyone altogether, you are not doing that much damage. This is not a very useful multi-class and just seems more sort of a ‘one-shot’ idea try, but nothing future.
And all these dice rolls that are required on either your half or the enemies make this even rougher. And while your survivability could also be nice, it really doesn’t matter when you’ve burnt your resources up and your group is now essentially down an individual later in another fight because you’ve no spell slots or meaningful level spell available.
Also, the duration of the Thunder Step is Instantaneous. The moment the spell is cast you disappear then the damage blast hits. Although a fraction of a second later you descend into the blast area, the spell should have already dissipated. In order that should be good.
Haste does offer you an Action. And with it, you’ll take the Attack Action. You’ll just only attack once with it, which you’re doing. And since you took the Attack Action, you would be ready to bonus action attack.