You are swept away by a wave of thunderous force. During a 15-foot cube originating from you, every creature wishes to make a Constitution saving throw. A creature that fails to save takes 2d8 thunder damage and is pushed 10 feet away from you. If it succeeds, it takes half the damage and is not pushed.
In addition, any unsecured objects inside the world of effect will be pushed 10 feet away from you by the spell’s effect, and a thunderous boom will be heard 300 feet away.
ThunderClap 5E
- A single action takes one minute to cast
- (Range: Self, 5 feet radius)
- Type: Spell
- Instantaneous Duration
- Duration
- Duration: Yes
- Magical Spellcasters: Arcane Trickster, Artificer, Bard, Druid, Eldritch Knight, Sorcerer, Warlock, Wizard
DM discretion will be needed to use this cantrip creatively, as you’ll need their approval to enhance a spell’s ability. There is no guarantee that your DM will permit some of these benefits, but it may be worth a shot!
In this case, a thunder wave – might be pictured as a single-directional beam (light/heat waves) emanating from one point, far away. In this instance, the “beam” is wider but features a limited range. An originating 15-foot cube would essentially be a fat sound beam projecting outward (15ft.) from one point (the caster). It doesn’t matter from where the cube originates, but it does need to be adjacent to the caster’s square.
At higher levels: once this spell is cast using a spell slot of 2nd Level or higher, the damage increases by 1d8 for every slot level above 1.
Victor only failed the Con check. As a result, his grapple is not yet broken (he is not being thrown by the spell yet). Victor can be held in situ if Gary holds a contest against Casey’s spellcasting. Victor is thrown away if he fails; the grapple is therefore broken
as a wave of power sweeps over you. During a 15-foot cube originating from you, each creature wants to make a Constitution saving throw. If your save fails, a creature is pushed 10 feet away from you and takes 2d8 thunder damage. The creature takes half the damage and isn’t pushed if it succeeds in a saving throw. Additionally, unsecured objects completely within the world of effect are pushed 10 feet away from you by the spell’s effect, creating a thunderous boom that can be heard 300 feet away.
Spell slots increase the damage being dealt. When cast with a third level slot, this first level spell deals 4d8 damage. Additionally, you don’t need to roll. In order to save a lot of half damage, they create CON saves, which are usually nasty stats. Once they are moved 10 feet from you, they will save a lot of half damage. You will hit multiple targets with an AOE cube. If you use it, the huge BOOM it makes is out the door since it is so stealth.
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