5e SRD >Spells >

Entrenchment

4th-level transmutation

Classes: druid, ranger, sorcerer, wizard

Casting Time:1 round

Range:30 feet

Components:V, S

Duration:Instantaneous

This spell excavates a trench 20 feet long that is 5 feet wide and 5 feet deep. Creatures in the area where the trench appears are knocked prone in the pit unless they make a successful saving throw. If they make a successful saving throw, they land on their feet in the pit, or on either side of it (creature’s choice).

The dirt excavated by the spell is hurled up to form a 5-foot-high earthen berm along one side of the trench. This berm is of loosely packed soil, with 90 hit points per 5-foot section. Creatures in the area where the berm appears are partially buried and gain the restrained condition unless they succeed on a Reflex save. A successful save allows them to move into an adjacent square and avoid being restrained.

A creature partially buried can free themselves with a successful DC 10 Strength or Dexterity check or can dig themselves out by dealing 15 points of damage to the berm.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the trench is 5 feet longer for each slot level above 4th.

Section 15: Copyright Notice

The Dragon’s Hoard #15 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

This is not the complete section 15 entry - see the full license for this page