Can you grounding totem blind




















The tower is feet wide on each side and rises to a height of your choice up to 30 feet, lifting the totem and anything in its space. The tower stops rising before it reaches 30 feet if it or something on it touches another surface.

Though the tower is magical in nature, it takes on the appearance and feel of the surface it was placed upon and requires a successful DC 10 Strength Athletics check to climb.

When the totem is dismissed, the tower lowers back to the surface until it disappears. Enhancement Boost: Sky Scraper. When you plant the totem, you can make the tower rise up to feet high. In addition, you can use an action to change the height of the tower to be between 1 and 60 feet. Elemental Boost: Lightning Bound. A hostile creature that begins climbing the side of the tower or ends its turn on the tower must each make a Constitution saving throw, taking 3d8 points of lightning damage on a failed save, or half as much on a successful one.

If a creature that fails this saving throw had to make a Strength Athletics check to climb the tower, it must make a DC 10 Strength Athletics check or fall. Tranquility Totem While within 15 feet of this totem, a creature can finish a short rest in 30 minutes or a long rest in 4 hours.

In addition, creatures that need sleep only require half the usual amount. Enhancement Boost: Mountainous Endurance. Each creature that finishes a long rest under the effect of this totem has advantage on Constitution checks made to avoid exhaustion from traveling for more than 8 hours in a day. This benefit lasts until it finish a long rest. In addition, each creature can travel at a fast pace without taking a penalty on passive Wisdom Perception scores.

Restoration Boost: Restful Regrowth. Each creature that finishes a short rest under the effect of this totem and spends one or more Hit Dice regains additional hit points as if they had spent one additional Hit Die. Each creature that finishes a long rest under the effect of this totem regains additional Hit Dice equal to your Wisdom modifier.

Additionally, each creature that finishes a long rest under the effect of this totem reduces their exhaustion level by 2, rather than 1. Traversal Totem When you plant this totem, you can create a stretch of special terrain that begins from where you planted the totem, extending up to 30 feet long and 5 feet wide, shaped in any way you choose. This terrain might manifest itself in the form of vines growing up a wall, tree roots forming a bridge, lily pads or ice floating on water, a path of clouds floating in the air, or some other phenomenon of your choice.

It acts as a solid surface that can be walked and climbed on, though any creature can freely pass through it if they choose to. The terrain disappears when the totem is dismissed. Elemental Boost: Earth Shaper. The stretch of terrain can be up to 60 feet long. Enhancement Boost: Zephyr Steps. You and your allies have advantage on Dexterity Acrobatics checks while on the special terrain.

Volcanic Totem Prerequisite: 7th level When you plant this totem, it begins glowing with malevolent orange light. As a bonus action on your turn, you can cause it to erupt in an explosion of fire. Each creature within 15 feet of the totem must make a Dexterity saving throw, taking 8d6 points of fire damage on a failed save or half as much on a successful one. The totem is dismissed when you do this. Elemental Boost: Lava Bed. After you cause the totem to erupt, the area within 15 feet of the totem becomes difficult terrain for the next minute.

Any creature that enters the area or ends its turn there takes 1d6 fire damage. A creature can take this damage only once per turn. Voodoo Totem When you plant this totem, choose an ability. Creatures of your choice within 15 feet of this totem have disadvantage on ability checks made with the chosen ability.

Enhancement Boost: Grave Strikes. Once per turn, when a friendly creature within 15 feet of the totem hits a hostile creature within 15 feet of the totem, the hostile creature takes an extra 1d6 necrotic damage.

Comment by Thottbot does this absorb debuffs? Comment by Thottbot I had my friend cast frost shock we're both shamans on me in a duel to see what it does, it immediately redirected the frost shock to the totem and the totem was destroyed. I haven't tested with anyone else, but I'm guessing if the cast comes with damage, it'll destroy the totem, if the cast doesn't, like polymorph or fear, it won't destroy it.

TimTheEnchanter gains Presence of Mind. You cast Grounding Totem. Useless, I think not. Comment by Allakhazam It will be destroyed by DAMAGE spells, however it should be able to absorb several harmful, non-damage spells, like polymorph, mindcontroll, counterspell etc. Comment by Allakhazam Best bug in the game! Grounding Totem redirects one harmful spell every 10 seconds. However, the spell destroys the totem so you'll have to throw another.

Because the totem is destroyed, the talent for Improved Grounding Totem is completely useless as it can only absorb one spell before selfcombusting. Also, the totem only absorbs direct damage spells. Debuffs Shadow Word: Pain, Corruption, Immolate are not absorbed which makes this totem one of my least used. Description should be remade. Comment by Shasmic can grounding totem abosrb a fireball from flamewalkers in molten core?

View in 3D Links. Summons a Grounding Totem with 5 health at the feet of the caster that will redirect one harmful spell cast on a nearby party member to itself every 10 seconds. Lasts 45 sec. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. Unsure how to post? Log in. Forum Class Shaman What and when to ground?

Results 1 to 5 of 5. What and when to ground? Looking for tips on when to ground and what to ground. For a Resto Shaman. This site makes extensive use of JavaScript. Please enable JavaScript in your browser. Live PTR. Classic TBC. Quick Facts.



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