Weird 5e (5th Edition) in D&D

Drawing on the deepest fears of a team of creatures, you create illusory creatures in their minds, seen solely to them. Each creature in a 30-foot-radius sphere established on a factor of your preference inside vary ought to make a Wisdom saving throw. On a failed save, a creature turns into fearful for the duration.

Weird 5e

The phantasm calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the give-up of every of the fearful creature’s turns, it has to be successful on a Wisdom saving throw or take 4d10 psychic damage. On a profitable save, the spell ends for that creature.

  • Level: 9
  • Casting time: 1 Action
  • Components: V, S
  • Range(area): 120 ft
  • Attack(save): WIS save
  • Damage(effect): Psychic
  • School: Illusion
  • Duration: Concentration, up to 1 minute

If the bizarre take furnace harm from a spell or different magical effect, its measurement will increase by way of one category. If there isn’t always ample room for the bizarre to expand in size, it attains the most measurement viable in the area available.

While the bizarre is Large or bigger, it makes Strength assessments and saving throws with advantage. If the bizarre starts offevolved its flip at Gargantuan size, the power of the bizarre release in an explosion.

Each creature inside 30 toes of the bizarre should make a DC 12 Dexterity saving throw, taking 28 (8d6) furnace harm on a failed save, or half of as a whole lot harm on a profitable one. The explosion ignites flammable objects in the place that are not being worn or carried. The weird’s measurement then turns into Medium.

The weird sheds brilliant mild in a 30-foot radius and dim mild for an extra 30 feet. A creature that touches the bizarre or hits it with a melee assault whilst inside 5 ft of it takes 5 (1d10) fireplace damage.

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