5e SRD >Spells >

Fracture

3rd-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small piece of bone)

Duration: instantaneous

Selecting a creature within range that you can see, you utter the word “Suffer!” and snap a small bone. The target must succeed on a Constitution saving throw, or one bone in its body breaks, causing 2d6 slashing damage as the bone rips the flesh around it. If this damage is enough to reduce the target to 0 hit points, the creature is unconscious and stable. Roll 1d10 and consult the table below to determine the location of the broken bone, and the secondary effect the break causes.

d10 Bone Broken
1 Left Arm
2 Right Arm
3-5 Left Leg
6-9 Right Leg
10 Torso (rib, pelvis, collarbone)

Broken Arm: The victim drops anything held by the broken arm or hand. They cannot use the arm for any task and cannot hold a weapon or shield with that hand. Their Strength is considered halved for determining carry, lift, pull, or push capacity. Strength (Athletics) checks rolled for actions that use both arms, such as swimming or climbing, are made at disadvantage.

Broken Leg: The victim falls prone and cannot perform any task that requires the broken leg without aid. Their movement speed is halved, and they cannot take the Dash or Charge action. Their Strength is considered halved when determining carry, lift, pull, or push capacity. Strength (Athletics) checks for actions that use both legs, such as swimming, jumping, or climbing, are made at disadvantage.

Broken Torso Bone: The victim’s speed is reduced by 10 feet. Their Strength is reduced by one quarter when determining carry, lift, pull, or push capacity. The victim makes all Strength, Dexterity, and Constitution-based checks at disadvantage.

Spellcasters suffering from the pain of a broken bone must succeed on a concentration check (DC 12 + level of the spell being cast) in order to cast any spell.

The spell’s hit point damage heals normally, but the other penalties continue until the break is splinted and heals naturally (1d4+2 weeks) or the target receives a lesser restoration or another effect that removes disease.

If left untended, the break never heals enough to alleviate these effects.

Undead that are targeted by this spell take half damage on a failed saving throw. Bipedal skeletal undead that suffer from a broken leg have their movement reduced to 0.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.

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