Hellhole (5e Spell)

You conjure a 30-foot square, 30-foot deep pit filled with a holocaust of fiery flames. Creatures caught within must make a Dexterity saving throw. On a successful save, the creature can use its reaction to move to the edge of the area. On a failure, the creature falls into the pit, taking 3d6 non-magical bludgeoning (falling) damage plus 5d6 fire damage and 5d6 necrotic damage. For the duration of this spell, any creature which falls into the pit takes the same damage, and any creature which starts its turn within the pit takes 5d6 fire damage and 5d6 necrotic damage. Climbing the wall of the pit is possible but difficult, requiring a Strength (Athletics) check of a DC equal to your spell save DC.

Hellhole
8th-level Conjuration (ritual)
Casting time: 1 action
Range: 300 feet
Components: V, S, M (a ruby worth at least 100 gp)
Duration: concentration, up to 1 minute

Once the duration of this spell ends, or if the spell is dispelled, the magical flames dissipate, but the pit itself remains as a fixture of the terrain.


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