Spell Description

You cause a tremor in the ground within 10 feet of you. Each creature other than you that is touching the ground in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone.

If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s radius increases by 5 feet and its damage increases by 1d8 for each slot level above 1st.

Earth Tremor

1st level, primal (transmutation)

Casting Time

1 action

Duration

Instantaneous

Range

Self (10-foot radius)

Components

V,S