Spiked Crevasse

2nd-level transmutation

Classes: druid

Casting Time:1 action

Range:30 feet

Components:V, S, M (tiny pick and a sharpened stone)


You can instantly excavate a 10-foot-deep pit lined with jagged stone shards. The pit occupies 4 5-foot squares, which can be arranged in any contiguous pattern. If you create the spiked crevasse in an area occupied by creatures, they can attempt a Dexterity saving throw to jump away from the crevasse into an adjacent unoccupied square of their choice and avoid falling in. Large and Huge creatures have advantage on this saving throw and Gargantuan creatures are immune. Creatures falling into the spiked crevasse take 1d6 bludgeoning damage and 3d6 piercing damage and must succeed on a Constitution saving throw or have their movement impaired, reducing the creature’s speed by half because its legs or feet are wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Wisdom (Medicine) ability check, or until it receives at least 1 point of magical healing. A DC 15 Strength (Athletic) is ability check is required to climb out of a spiked crevasse, and a creature that fails its Strength (Athletics) check by 5 or more falls back into the spiked crevasse and takes bludgeoning and piercing damage and must save or have its feet injured as above.

At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, the pit increases in depth by 10 feet, dealing 1d6 extra bludgeoning damage for each slot level above 2nd.

Section 15: Copyright Notice

The Dragon’s Hoard #9 © 2021, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach

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