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🌋🔨💥 As the nearest goblin charges, you swing your mace with precision. Upon impact, the weapon unleashes its stored energy. The ground beneath the goblin's feet ripples like a struck drum, a surge of fiery force from the deep core of the earth flowing through your weapon.

The goblin, attempting to dodge, is too slow. It screeches as the force of your blow and the fire damage from the spell singes its skin. You watch as it, and another unfortunate goblin caught within the spell's reach, are knocked to the ground, prone and groaning, as the tremor passes through them.

The forest falls silent for a heartbeat, the only sound the crackle of smoldering underbrush beneath the goblins. Your allies look on in awe, their eyes reflecting the flames of your might. You stand ready, your weapon still pulsing with the heartbeat of the earth, prepared for the next foe that dares to challenge you. 🌋🔨💥

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Earthen Might

Transmutation Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S, M (The weapon to be imbued)

Duration: Concentration, up to 1 minute

Classes: Druid, Sorcerer, Wizard

When you cast this spell, you channel the fiery heart of the earth into a bludgeoning weapon you touch. For the duration, the weapon becomes magical and is imbued with earthen might.

Once on each of your turns when you hit a creature with a melee attack using the imbued weapon, the target suffers the weapon’s normal effects, and you can invoke a surge of seismic energy to erupt from the point of impact. The target and each creature of your choice that you can see within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes fire damage equal to your spellcasting ability modifier and is knocked prone by a localized tremor. On a successful save, the creature isn't knocked prone and takes no additional damage.

The spell ends if you cast it again, if you let go of the weapon, or if your concentration is broken.

At Higher Levels: The fire damage added on a failed save increases when you reach higher levels. At 5th level, the fire damage becomes 3d4. At 11th level, the damage increases to 3d8, and at 17th level, it becomes 3d12.

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