Difference between revisions of "Thump (cantrip)"

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[[File:Thump (cantrip).jpg|right|525px|thumb]]
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'''Thump''' is a cantrip that allows the spellcaster to create a repeating heavy sound or noise, as of a large object repeatedly falling or a rhythmic, deep disembodied pounding.  The sound can be used to drive creatures outside the cantrip's range while it endures briefly, causing them to forego any spells being cast.
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{{Spelltable
 
{{Spelltable
 
| name = Thump
 
| name = Thump
 
| range = 30 ft.
 
| range = 30 ft.
| duration = 1 round
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| duration = 2 [[Combat Round|rounds]]
| area of effect = 1 creature
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| area of effect = 30 ft. radius
 
| casting time = 2 [[Action Points|action points]]
 
| casting time = 2 [[Action Points|action points]]
 
| save = negates
 
| save = negates
| level = cantrip
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| level = [[Cantrip|cantrip]]
 
}}
 
}}
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__TOC__
Produces a single, loud thump, as of a heavy object falling.
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Those who succeed in making a [[Saving Throws|saving throw vs. magic]] are free to ignore the sound.  However, creatures with an [[Intelligence (ability stat)|intelligence]] of less than five are denied a save and must move away from the caster.  This movement, when it occurs, is done at a [[Movement (stride)|wary pace]], without any outward expression of more than uneasiness.
  
When cast directly behind a creature of 1 intelligence or more, that creature must make saving throw or be sent into a fright. Creatures of animal [[Intelligence (ability stat)|intelligence]] will scamper away for 1 round.
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The cantrip gives no special protection to the caster's allies, who must likewise making a saving throw or feel compelled to back away.
  
[[Animals]] of semi-intelligence will freeze in place and not move at all — unless attacked, in which case they will fight at –1 to hit for 1-6 rounds. They cannot be surprised during that period.
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== Effects in a Confined Space ==
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Those who attempt to move away from the source of the sound and are unable to do so, due to being in a confined space, find themselves increasingly sensitive to the reverberations after the first round. They become overwhelmed, their senses heightened to an alarming degree.  By the second round, they'll desperately hurl themselves at the boundary, pleading to escape. For this one round they should be considered [[Helpless Defenders|helpless defenders]], consumed by their urgency to flee.
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Once the thumping ends, these persons should quickly regain their control, but they'll initially experience a period of disorientation and a willingness to cease hostilities and cooperate.  If provoked or attacked during this state, they'll instinctively defend themselves.
  
Creatures of lower intelligence or greater will fight at –1 to hit for 1-6 rounds on account of the fright.
 
  
 
See [[Haunting Sound Cantrips]]
 
See [[Haunting Sound Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 01:30, 25 July 2024

Thump (cantrip).jpg

Thump is a cantrip that allows the spellcaster to create a repeating heavy sound or noise, as of a large object repeatedly falling or a rhythmic, deep disembodied pounding. The sound can be used to drive creatures outside the cantrip's range while it endures briefly, causing them to forego any spells being cast.

Thump
Range 30 ft.
Duration 2 rounds
Area of Effect 30 ft. radius
Casting Time 2 action points
Saving Throw negates
Level cantrip

Those who succeed in making a saving throw vs. magic are free to ignore the sound. However, creatures with an intelligence of less than five are denied a save and must move away from the caster. This movement, when it occurs, is done at a wary pace, without any outward expression of more than uneasiness.

The cantrip gives no special protection to the caster's allies, who must likewise making a saving throw or feel compelled to back away.

Effects in a Confined Space

Those who attempt to move away from the source of the sound and are unable to do so, due to being in a confined space, find themselves increasingly sensitive to the reverberations after the first round. They become overwhelmed, their senses heightened to an alarming degree. By the second round, they'll desperately hurl themselves at the boundary, pleading to escape. For this one round they should be considered helpless defenders, consumed by their urgency to flee.

Once the thumping ends, these persons should quickly regain their control, but they'll initially experience a period of disorientation and a willingness to cease hostilities and cooperate. If provoked or attacked during this state, they'll instinctively defend themselves.


See Haunting Sound Cantrips