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

Ultimate Kingdoms (5E) © 2020, Legendary Games; Lead Designer: Jason Nelson. Authors: Ben Walklate, Mark Seifter, Linda Zayas-Palmer, Will McCardell

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