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Hold Monster: Difference between revisions
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| ritual = | | ritual = | ||
| classes = Bard, Sorcerer, Warlock, Wizard | | classes = Bard, Sorcerer, Warlock, Wizard | ||
| class learns at level 9 = Bard, Sorcerer, Warlock, Wizard, War Domain: | | class learns at level 9 = Bard, Sorcerer, Warlock, Wizard, War Domain:Domain Spell | ||
| summary = This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks. | | summary = This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks. | ||
| description = {{Cond|Paralysed|Paralyse}} a creature. It can't [[Movement Speed|Move]], [[Action|Act]], or [[Reactions|React]]. Attacks from within {{Distance|m=3|ft=10}} are always [[Critical Hit]]s. | | description = {{Cond|Paralysed|Paralyse}} a creature. It can't [[Movement Speed|Move]], [[Action|Act]], or [[Reactions|React]]. Attacks from within {{Distance|m=3|ft=10}} are always [[Critical Hit]]s. |
Revision as of 08:34, 26 November 2023
Hold Monster is a level 5 enchantment spell. This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks.
Description
a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
- No effect on undead.
Properties
- Cost
- Action + Level 5 Spell Slot
- Details
- Range: 18 m / 60 ft
- Concentration
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: Paralysed
Duration: 10 turns
- Cannot move or take Actions, Bonus actions, or Reactions.
- Automatically fails all Strength and Dexterity saving throws.
- Attack rolls against the creature automatically succeed.
- Any Attack roll made against this creature by an attacker within 3 m / 10 ft is an automatic Critical Hit.
How to learn
Classes:
- Class Level 9: Bard, Sorcerer, Warlock, Wizard, and War Domain (Domain Spell)