Manifest Wild Hunt
Level 5 Enchantment ( Druid, Ranger, Sorcerer, Warlock, Wizard )
Casting Time: 1 Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call the Wild Hunt into the world, loosing spectral riders and hounds upon your foes. Choose up to five creatures you can see within range. Each target must make a Wisdom saving throw, or becomes the prey of the Hunt and has the Frightened condition for the duration. While Frightened in this way, at the start of each of if its turns spectral hounds tear at it, dealing 3d8 Psychic damage, it has Disadvantage on saving throws made to avoid the Grappled and Restrained conditions, and cannot benefit from the Invisible condition from you.
The target makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
On an initial successful save, a target takes 3d8 Psychic damage and the spell ends for that creature.
While you maintain Concentration on this spell, you can ride the Hunt’s momentum. As a Bonus Action on each of your turns, you and one Ally of your choice within 30 feet of you can each teleport up to 15 feet to an unoccupied space you can see that is closer to one creature Frightened by this spell.
Using Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Casting Time: 1 Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call the Wild Hunt into the world, loosing spectral riders and hounds upon your foes. Choose up to five creatures you can see within range. Each target must make a Wisdom saving throw, or becomes the prey of the Hunt and has the Frightened condition for the duration. While Frightened in this way, at the start of each of if its turns spectral hounds tear at it, dealing 3d8 Psychic damage, it has Disadvantage on saving throws made to avoid the Grappled and Restrained conditions, and cannot benefit from the Invisible condition from you.
The target makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
On an initial successful save, a target takes 3d8 Psychic damage and the spell ends for that creature.
While you maintain Concentration on this spell, you can ride the Hunt’s momentum. As a Bonus Action on each of your turns, you and one Ally of your choice within 30 feet of you can each teleport up to 15 feet to an unoccupied space you can see that is closer to one creature Frightened by this spell.
Using Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

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