Killing Fields

You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.

While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.

When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.

Killing fields creates the following effects within the area.

Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of its type to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.

You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.

Classes


slugkilling-fields

higher_level

page

range300 Feet

target_range_sort300

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materiala game animal, which must be sacrificed as part of casting the spell

can_be_cast_as_ritualNo

duration24 hours

requires_concentrationNo

casting_time10 minutes

level_int5

spell_level5

schooltransmutation

dnd_classRanger

archetype

circles

document__slugdmag

document__titleDeep Magic 5e

document__license_urlhttp://open5e.com/legal

document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/