![]() ![]() ![]() You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of. Classes: Bard, Cleric, Druid, Paladin, Wizard. I would even typically allow someone to use a spyglass in such a situation, though I would find it reasonable if a DM ruled otherwise as unlike the scrying spell it would disrupt your vision. Target: A creature that you can see within range. An example would be having the party scattered on the deck of a ship as you stand on the aftcastle and teleport to another ship. This could mean having them all in a circle holding hands in front of you in between you in the target, but it could also mean having them scattered in your vicinity. I would see it as having all 8 people be visible from your location and having the target visible from your location. How do you see the provision on being able to teleport 8 people that you can see to a location that you can see working in other cases? Let alone actually having it happen.Alternative question. On a failed save, the creature is drawn to you, compelled by your divine demand. ![]() you can see within range must make a Wisdom saving throw. Dark.Revenant's suggestion turns it into the first of those, as opposed to the latter.Ĭrossing eyes demonstrates pretty effectively that even attempting to simulate the latter doesn't work very well. Compelled Duel 1st-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. StormbornĪt 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.There's a big difference from seeing multiple things in your field of view, and seeing two different field of views simultaneously. When you reach 14th level, the extra damage increases to 2d8. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. Divine StrikeĪt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Thunderous StrikeĪt 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. You regain all expended uses when you finish a long rest. Upon casting the spell, the caster could teleport to a visible location within a distance of 90 feet (27 less than 10 >D&D 5E. So, because casting Teleport doesnt end your Scrying, the location is very familiar to you by RAW: Originally Posted by Teleport, pg. Rules As Written, you lose concentration on a spell if you cast another spell that requires concentration. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). While Scrying requires Concentration, Teleport doesnt. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. Wrath of the StormĪlso at 1st level, you can thunderously rebuke attackers. Source: Player's Handbook Tempest Domain SpellsĪt 1st level, you gain proficiency with martial weapons and heavy armor. ![]()
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