You cause a tremor within the ground within a 10-foot radius. Each creature aside from you therein area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the bottom in this area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. once you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.
In a 100-foot radius of the bottom, you cause a tremor. Each and each creature but aside from you therein specific area must make a dexterity saving throw. On a failed save, a creature will take 1d6 bludgeoning damage and is also knocked on the prone. If the bottom therein specific area is loose the world alternatively the stone until it cleared it does become difficult terrain.
Earth Tremor 5e
Casting Time:1 action
Range: Self (10-foot radius)
Components: V, S
At Higher Levels. once you cast this spell employing a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.
This spell is often cast only on a surface of earth, sand, or stone. it’s no effect if you’re during a wooden or metal structure or if you’re not touching the bottom.
- Earth Glide. the basic can burrow through nonmagical, unworked earth, and stone. While doing so, the basic doesn’t disturb the fabric it moves through.
- Siege Monster. the basic deals double damage to things and structures.
- Earth elementals are plodding, stubborn creatures made from living stone or earth. When utterly still, they resemble a heap of stone or a little hill.
When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain just like other elementals of its size. Most earth elementals appear as if terrestrial animals made out of the rock, earth, or maybe crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow within the soil that creates up parts of an earth elemental’s body.
- the basic makes two Slam attacks.
- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target may be a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
- Earth Tremor (recharge 5–6). the basic causes intense tremors to tear through the ground within 60 feet of itself. Any creature on the bottom during this area must succeed on a DC 15 Dexterity saving throw or take 9 (1d6 + 6) bludgeoning damage and be knocked prone.
You strike the bottom and unleash a tremor of seismic force, hurling up the world, rock, and sand. You choose whether the world tremor affects a 30-foot line, a 20-foot cone-shaped spread, or a 10-foot-radius spread centered on you. The space you occupy isn’t suffering from earth tremors.
The world you select becomes dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of Acrobatics checks and adds 2 to the DC of Stealth checks. Creatures on the bottom within the area take 1d4 points of bludgeoning damage per caster level you’ve got (maximum 10d4) or half damage on a successful save. Medium or smaller creatures that fail their saves are knocked prone.