When you cast this spell, a bit of vine grows into a thorn-studded whip capable of savagely ripping your opponent’s flesh. You’ll wield this whip as if you were proficient, and it follows all the foundations for a whip except that it deals 1d8+1 points of lethal damage per strike. Any time you strike an oversized or smaller opponent successfully with the whip; you’ll release it and entangle the creature.
Doing this ends the spell, but the thorny vine continues to wrap around your enemy until the opponent breaks free with a successful Escape Artist check (DC adequate to the save DC of the spell). On a failed check, the creature takes further 1d4 points of injury and remains entangled. On a successful make sure exceeds the DC by 10 or less, the creature takes the extra damage within the process of freeing itself. A creature also can plan to burst the vine with a DC 20 Strength check, although it takes 1d4 points of injury whether or not the attempt succeeds.
Thorn Whip 5E
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the stem of a plant with thorns)
- Duration: Instantaneous
You create an extended, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6
The ground is crumbling beneath you. A 30-foot crater forms between you and therefore the last drow foe. As he loads a bolt into his crossbow to deal a final blow to at least one of your weakened companions, you produce a thorny whip, grabbing the drow and pulling him into the crater, throwing him to his doom.
Your tank barbarian runs headfirst through a cavern entrance. Runes light up—he has triggered a trap. He drops to the bottom, writhing, ugly boils growing on his skin. Unsure what’s causing this curse, you cast Dispel Magic. The boils disappear, your barbarian is ok , and you proceed into the dungeon.
Not only is Thorn Whip a pleasant makeshift weapon which has scalable damage together with your level (from 1d6 at level 1 up to 4d6 by level 17), this cantrip features a range of 30 feet, is instantaneous and may pull your target 10 feet closer to you. Plus, your melee spell attack bonus uses your spellcasting modifier, adding quite bit to your “roll to hit.” Using this less as a damage dealer and more as a utility spell, the chances are endless.
As gratifying because it is to deal immeasurable damage, it are often even more heroic to act quickly to save lots of the party from effects that fighters, barbarians, and rogues are useless against. To be the sole one who can help the party find the monster, or to be the one, who protects the party from an unseen force, is rewarding in itself. Plus, you get to carry that over your party’s head whenever they’re useless! Be the thorn whip who steps in heroically when things are dire, and you’ll reap the rewards of a satisfying campaign.