NameEarth Tremor
Level1
SchoolEvocation
Time1 action
Range10 feet
ComponenentsV, S
DurationInstantaneous
ClassesSchool: Evocation, Fighter (Eldritch Knight), Bard, Druid, Sorcerer, Wizard, Sorcerer (Primordial Chaos (HB)), Barbarian (Warden (HB)), Cleric (Cataclysm (HB)), Druid (Alternate Mountain (HB)), Monk (Alternate Four Elements (HB)), Rogue (Saboteur (HB)), Sorcerer (Greensinger (HB)), Sorcerer (Stoneblood (HB)), Warlock (Titan (HB)), Magus (LaserLlama), Vessel v3.0.1 (LaserLlama) (The Earth Cataclysm)
TextYou cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Prone: • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Source: Xanathar's Guide to Everything p. 155, Elemental Evil Player's Companion p. 17