Kobold_Spells
Kobold_Spells
Kobold_Spells
by Tyler Magruder
Part of Kobold Week!
Warrensense
Kobold Spells 1st-level divination
Kobold spellcasters are uncommon, but not unheard of. Casting Time: 1 action
While these spells are not exclusive to kobolds, they fit with Range: Self
their way of life. Components: S
Duration: 1 hour
Burrow
3rd-level transmutation Choose a humanoid subtype or a specific type of creature
(like manticore, red dragon, or skeleton). For the duration you
Casting Time: 1 action can see footprints created by those creatures in the last 24
Range: Touch hours. The footprints create a light glow that only you can
Components: V see, allowing you to see the footprints in darkness without
Duration: Concentration, up to 10 minutes actually illuminating the area.
You touch a willing creature. The target gains a burrowing At Higher Levels. When you cast this spell using a spell
speed of 60 feet for the duration. When the spell ends, the slot of 2nd level or higher, you can choose an additional
target is stuck if it is burrowing. humanoid subtype or specific type of creature for each slot
At Higher Levels. When you cast this spell using a spell level above 1st.
slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd. Warrensense is a bard, cleric, druid, paladin, ranger, sorcerer,
and wizard spell.
Burrow is a druid, sorcerer, warlock, and wizard spell.
Cave In
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a rock from the cave you are in)
Duration: Instantaneous
You cause the ceiling to collapse in a 10 foot radius around
a point within range. The ceiling must be made of stone or
dirt for the spell to work. Creatures in the area must make a
Dexterity saving throw or be crushed by the rubble, taking
4d6 bludgeoning damage and be knocked prone and
restrained on a failed save, or knocked to the closest spot
outside the area on a successful save. Creatures with a
burrow speed are not restrained. Creatures that are
restrained can escape by making a Strength saving throw or
Strength (Athletics) check as an action. Restrained creatures
are covered in rubble and cannot breathe, but also have total
cover. Creatures outside the rubble can use an action to dig
out a creature, making a Strength (Athletics) check with
advantage. The area of the collapse is impassible to creatures
without a burrow speed until the rubble is removed.
Cave in is a sorcerer and wizard spell.
Tripwire
1st-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a string or wire)
Duration: 1 hour
You create an invisible tripwire that is connected to a
simple trap (see Unearthed Arcana: Traps Revisited) within
range. The tripwire has a length of up to 10 feet and must be
connected to a solid object on the other end. A creature
stepping through this tripwire triggers the trap. A creature
that can see invisible objects can spot the tripwire with a
Wisdom (Perception) check.
Tripwire is a bard, ranger, sorcerer, and wizard spell.
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