Enemy Hammer

5th-level transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You grab a creature with telekinetic force and use it to batter a nearby creature or object. Make an ability check with your spellcasting ability contested by the target’s Strength check. If you win the contest, you can hurl the creature to any other location target within spell range.

The creature you hurl takes must make a Dexterity saving throw, taking 12d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can choose to hurl the creature more softly, dealing only half damage, and if you hurl the target into a relatively soft surface the damage may be reduced still further at the GM’s discretion.

The hurled creature falls prone when it lands.

In addition, any creature in the space(s) where the hurled creature lands must make a Dexterity save or take bludgeoning damage as noted below, with damage reduced by half on a successful save.

Creature Size Damage Dealt
Tiny 1d4
Small 1d8
Medium 2d6
Large 4d6
Huge 8d6
Gargantuan 16d6

A creature failing its Dexterity saving throw also falls prone if the hurled creature is its own size or larger. If the hurled creature is at least one size larger, a creature failing its Dexterity save must also make a Strength saving throw or be treated as both grappled and prone until it can escape with an Athletics check against the spell’s saving throw DC or until the hurled creature moves away from it.

Section 15: Copyright Notice

The Dragon’s Hoard #27 © 2023, Legendary Games; Authors Jason Nelson, Michael Mifsud, Robert J. Grady, Darrin Drader, James-Levi Cooke.

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