Dinosaur Stampede

5th-level conjuration (Druid)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a fossil)
  • Duration: Concentration, up to 1 minutes

You call forth the intangible but terrifying spirits of ancient dinosaurs, who rise up from beneath the earth to trample your enemies. You choose a 40- foot-radius, 20-foot-high cylinder anywhere within range to contain a herd of stampeding dinosaur spirits. At least part of this cylinder must be touching the ground. When the stampede area appears, each creature in it must make a Dexterity saving throw. A creature takes 4d12 force damage on a failed throw, or half as much damage on a successful one. A creature must also make this saving throw when it ends its turn within the stampede area. While this spell is active, you must use your bonus action on each of your turns to choose a new cylinder of the same size within range to be the stampede area. The center point of the new cylinder must be at least 15 feet from the center point of the previous one, but can be no more than 40 feet away from it. If there are creatures within the new stampede area, those creatures must make the saving throw against the stampede's damage. If you end your turn without having moved the stampede area in this way, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.