- Casting Time
- 1 action
- Duration
- Instantaneous
- Range
- close · self · 20 ft radius
- Components
- S
- Saving Throw
- STR · Half damage; not knocked prone.
You drive a pulse of seismic force through the ground in every direction from where you stand. Each creature other than you on the ground within 20 feet must make a Strength saving throw. On a failure, a target takes 4d6 bludgeoning damage and is knocked prone. On a success, it takes half damage and stays on its feet. The ground in the area becomes difficult terrain until cleared.
At Higher Levels
When cast using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.