Mold Earth 5e dnd cantrip on dirt & sand
You select a portion of dirt or stone that it is possible to see within a range which fits within a 5-foot block. Let us begin the 5e cantrip of mold earth. You manipulate it in one of the following manners. Suppose you target a place of loose soil. In that case, it’s possible to instantaneously excavate it, move it along the ground, and deposit this up to 5 feet away. This motion does not have sufficient force to cause harm. You drive contours, colors, or both to look on the dirt or rock, spelling out words, producing images, or changing patterns. The changes persist for 1 hour.
When the dirt or rock you target is on the ground, you cause it to become challenging terrain. Alternatively, you can create the earth to turn into typical terrain if it is already rugged terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects busy at one time, and you can dismiss such an impact within an action.
Does using Mold Earth cantrip 5e to trip someone break its principle against causing harm from D&D?
Due to the turn-based program, D&D utilize, as well as the description of the spell. You can’t visit them. If the spell doesn’t say, it could do it doesn’t. It will make 5′ section difficult terrain, which induces them to spend 10′ of movement to cross it. As a DM, you can say it takes another 5′ to move up 5′ as well (the spell requires it to be loose earth, which means you can assume it is not a channel, and the sides have dropped.
Obviously, as a DM, you could claim the creature in that 5′ region of the cube (25 cubic feet, not 5, incidentally ). Or perhaps even the dirt/sand area gets transferred into needs to generate a Dex or strength save (animal’s choice) from being knocked prone. The spell doesn’t do so, so a participant does not have any right to require it. However, as a DM, even if you wanted to, (maybe at the polite question prompting of this player) you could do anything.
But just as quickly, it is possible to declare that unless you see a loose mound of dirt, or even sand, for instance, that the earth isn’t open, it is packed. Mold Earth 5e can help to rough up the surface, making it rough terrain, and not enough to knock somebody prone.
Giving a cantrip the bobcat’s ability is one thing, but a backhoe is a much larger, more powerful machine. The latter idea is the way I would rule it.
Can the cantrip Mold Earth 5e create the improvised cover?
The cantrip Mold Earth 5e creates the improvised cover but do it a different way. Only dig out a 5′ cube hole (or less, depending upon your height) and hop in. It does not matter where the loose dirt moves in this instance (Great info in that other response about how it piles but not one falls back into the pit because the cantrip digs a 5′ block hole). Any PC fits in a 5′ block, that is huge.
In combat? Of course, it’s “instantaneous”. That is the main reason it’s far better than just carrying out a shovel and not spending a valuable cantrip slot on Mold Earth. You possess the ability to dig out a 5x5x5 hole in one action. No question.
Balance/OP problems? There are a lot of great cantrips you handed to find this. 5e Mold Earth isn’t a problem cantrip. You don’t have to nerf it. It’s situational as you have to be standing on dirt which is common enough outside of dungeons but in my experience less common as you may want.
Unless you have a good climb speed, you are using 10′ of movement to get out. Your DM will decide if ducking down to the hole uses the mechanics or perhaps not. That makes quick retreats a problem. A melee attacker undoubtedly has the edge on you as you’re in there and you’d have the disadvantage. You’re creating a classic tradeoff to get cover at the cost of an entire round + restricting your movement choices significantly.
Uses
A Tomelock construct for a brief campaign uses this and thorn whip and shadow along with devil’s sight for all sorts of shenanigans. Have an enemy encounter it (or have shoved, etc.) and then fill it up. Half buried enemies are easier to kill. And throwing/knocking different people into holes is only funny and frequently very helpful for holding or creating chokepoints. It was pretty crap, but this was smart, and fun also provided teamwork opportunities, and everybody loved it. You might experience excellent utility and higher DPS with a different cantrip. This one is situational and often strategic, don’t nerf it.
Create some candy trenches and fortifications in a field. You can dig more than 5′ down with some ramps and some time (5 cubic feet of dirt every 6 minutes by RAW is swift). Dug under some walls, buried some treasure and bodies. It is a good utility, but situationally it is an excellent tactical terrain spell in combat.
And conflicts with intriguing or changing terrain would be the best conflicts. Try this at home – get a shovel, and attempt to heap “loose earth” into the shape you’ve described (3ft tall, 2ft deep wall). It is going to drop down into a heap immediately. The angle of repose of soil is 30-45 levels. On your configuration (2ft diameter base) the pile ought to have a grade of relaxation of 75 degrees.
So the entire thing flops over to about half of its height. The dirt from the sides of the pit is also falling, filling up your cavity, probably cutting down the quantity of cover from the hole by half too. If you’re unlucky, the dirt from the wall will collapse backwards into your hole and lower the thickness even further. If you are lucky, you will have 3 feet of cover (partial cover) from the. There is a reason soldiers construct trenches out of packed, not loose, soil.
Mold Earth 5e Uses in a Combat.
- Produce an instant foxhole or breastwork
- Cover the ground with fine dirt to see an invisible animal’s footsteps
- Spook a horse
- Prevent or negate traps
- Muddy water for extra concealment during an amphibious assault
- Collapse the edge of a cliff
- Create a channel to direct to guide falling boulders
- Create rugged terrain (remember, caltrops stack with rough terrain)
- Bury or dig up treasure
- Create handholds and footholds on a sheer stone surface
- Close a door, block an entry or hold a door open
- Make a mound of dirt to cushion a fall (bad guy’s feather fall)
- Conceal a pitfall with canvas and dirt
- Create a ramp or steps
- Elevate a vantage point
- Dig a posthole for a block and handle anchor
- Decision Extinguish a campfire
- Dig a pit to maintain your animals from running away or being stolen
- Create an emergency landing for a boat
- Make a vessel run aground
- Soil a rivals clothing
- Clog a lock or machinery
- Restrain caught foes by burying them up to their throat.
- Tunnel out of prison, even if you’ve lost your spell components
- Disrupt magical circles and desecrate shrines
- Write a message from dirt or stone that will last an hour.
- Write a note with geoglyphs that will last millennia.
Mold Earth 5e Uses for Sneaky stuff.
- Create temporary untrue tracks
- Hide under a pile of dirt
- Camouflage or disguise yourself by covering yourself in dirt
- Dig a hole under something that you want to slip and bury it. Dig it up at your convenience.
- Also works to maintain something away from someone else. BBEG dropped the artefact? Buried beneath 5′ of grime.
- Produce the shape and color of a gold piece on the ground as a diversion
- Send a couple of messages with coded symbols or braille
Mold Earth 5e Uses in Survival.
- Dig an emergency shelter
- Build a windbreak
- Create a level campsite
- Dig for water
- Split up edible grubs, roots, and tubers
- Make sand to get a hut, toaster, toaster, charcoal pit, or other crude structure.
- Neutralize quicksand
- Avoid hookworm
- Bury yourself for insulation from a flame and dig out a pocket of cool air to breath.
- Mark your path with mounds of earth
Mold Earth 5e Uses in Domestic.
- Simultaneously level, until, plough, sow, and irrigate a small farm each day.
- Help harvest root vegetables.
- Produce an instantaneous step so the gnome can get to the top shelf.
- Free, or trap, a wagon in the sand or a rut
- Build a road, dam, causeway, levee, breakwater, or mountain
- Create a harbour and jetty
- Shield a building or settlement from a flood
- Produce a firebreak
- Reshape a shoreline
- Create or enlarge a tiny island (You can use natural patterns of sedimentation to reduce build time. Build a berm in front of a river mouth or lee side and down current of a landmass to catch sediment for you)
- Drain swamps
- Excavate anything
- Synergize with teamsters. You can dig faster than modern heavy machines, but on massive projects, it will be faster to haul dirt at a wagon than to scoot it together with Mold Earth cantrip. Also, you can create instant ramps and loading docks to your buggy.
Mold Earth 5e Uses in Military.
- Undermine a wall or building.
- Collapse a well during a siege
- Block a road
- Get an ambush by minding your undead.
- Help fireproof wooden constructions and siege engines (clay + water or vinegar if available)
- You can march up an army to a giant ramp over a wall
- Build enormous primitive defensive or offensive earthworks, such as trenches, ditches, moats, ramparts, and burns (3000 linear feet of 5′ trench using a 5′ berm per hour! And hugely expedite the construction of sophisticated earthworks, like palisades, spike pits, bulwarks, and strengthened ditches and ramparts.
- Destroy enemy earthworks.
- Quickly install and effectively set area-denial weapons, such as abatis (planted spiky sticks), caltrops, archer’s stakes (anti-cavalry stakes). Trous de loup (small pit w/ spike, usually in groups), punji stakes, stimuli (bets using a barbed iron spike), and chevaux de frise (dire 10′ poles).
- Dig or seal a sally port through a siege.
- Create a decoy encampment to appear few when you’re many, many when you’re few, near whenever you’re far, or far when you are near.
- Open, limit, or shut a narrow pass.
- Salt the areas of your enemies
- Fill dirt as a counte犀利士
rweight to get a portable trebuchet (remember to throw feather fall before you start the halfling)
Mold Earth 5e Uses for Entertainment.
- Construct the very best sandcastle.
- Annoy a modron
- Create a dorodango (glistening dirtball)
- Drink sand pies
- Play in the subway with children
- Level a coating for billiards, marbles, bowling, soccer, and other games.
- Attempt to discover a Penicillium colony (i.e. Mold Earth to earth mold)
- Create a beautiful mud wrestling pit
- Emerge out of the floor as an entry for an interpretive dance.
- Make a pretty soil drawing with a glimpse.
- Dig your dungeon or labyrinth
- Help construct a dolmen or other megalithic construction.
- Restore coastal or riparian habitat.
- Make a mud wallow for a boar companion or elephant bracket
- Blend with Transmute Rock and Stone Shape to build a fortress or any other construction.
- Blend with Plant Growth to create defensive hedge walls and a super farm.
- Sleep secure in a coffin underground and exhume yourself in the morning.
Summary
Mold Earth 5e is something of an odd-ball. That comes down to a few variables. Cantrips can be cast repeatedly without spell slots. The fundamental limitation of cantrips is time and chance.
Some consequences of cantrip 5e Mold Earth are permanent. Transfer Earth’s targets are common in most game settings; loose earth and gems (for some effects). Should you target an area of loose earth (5′ cube per 1 action / 6 seconds). You can instantaneously excavate it, then move it along the ground, and deposit it up to 5 feet off. This movement doesn’t involve enough force to cause harm.
You cause shapes, colours, or both to look on the dirt or rock, spell words out, create images, or shape patterns. The changes last for 1 hour. Many factors complicate calculating just how much earth a person could move” in the real world”.
Soil conditions, digger strength/endurance/experience, equipment type/quality, weather/daylight, breaks/rests, etc. Mold Earth 5e cantrip remains wildly more effective than the most optimal manual cases. In reality, it’s on par with a few mechanized excavating machines!
LEVEL | Cantrip |
CASTING TIME | 1 Action |
RANGE/AREA | 30 ft (5 ft ) |
COMPONENTS | S |
DURATION | Instantaneous |
SCHOOL | Transmutation |
ATTACK/SAVE | None |
DAMAGE/EFFECT | Control |
SPELLS | Druid, Sorcerer, Wizard |
REFERENCE | Elemental Evil Player’s Companion |
PAGE | 162 |
Mold Earth 5e dnd cantrip on dirt & sand
You select a portion of dirt or stone that it is possible to see within a range which fits within a 5-foot block. Let us begin the 5e cantrip of mold earth. You manipulate it in one of the following manners. Suppose you target a place of loose soil. In that case, it’s possible to instantaneously excavate it, move it along the ground, and deposit this up to 5 feet away. This motion does not have sufficient force to cause harm. You drive contours, colors, or both to look on the dirt or rock, spelling out words, producing images, or changing patterns. The changes persist for 1 hour.
When the dirt or rock you target is on the ground, you cause it to become challenging terrain. Alternatively, you can create the earth to turn into typical terrain if it is already rugged terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects busy at one time, and you can dismiss such an impact within an action.
Does using Mold Earth cantrip 5e to trip someone break its principle against causing harm from D&D?
Due to the turn-based program, D&D utilize, as well as the description of the spell. You can’t visit them. If the spell doesn’t say, it could do it doesn’t. It will make 5′ section difficult terrain, which induces them to spend 10′ of movement to cross it. As a DM, you can say it takes another 5′ to move up 5′ as well (the spell requires it to be loose earth, which means you can assume it is not a channel, and the sides have dropped.
Obviously, as a DM, you could claim the creature in that 5′ region of the cube (25 cubic feet, not 5, incidentally ). Or perhaps even the dirt/sand area gets transferred into needs to generate a Dex or strength save (animal’s choice) from being knocked prone. The spell doesn’t do so, so a participant does not have any right to require it. However, as a DM, even if you wanted to, (maybe at the polite question prompting of this player) you could do anything.
But just as quickly, it is possible to declare that unless you see a loose mound of dirt, or even sand, for instance, that the earth isn’t open, it is packed. Mold Earth 5e can help to rough up the surface, making it rough terrain, and not enough to knock somebody prone.
Giving a cantrip the bobcat’s ability is one thing, but a backhoe is a much larger, more powerful machine. The latter idea is the way I would rule it.
Can the cantrip Mold Earth 5e create the improvised cover?
The cantrip Mold Earth 5e creates the improvised cover but do it a different way. Only dig out a 5′ cube hole (or less, depending upon your height) and hop in. It does not matter where the loose dirt moves in this instance (Great info in that other response about how it piles but not one falls back into the pit because the cantrip digs a 5′ block hole). Any PC fits in a 5′ block, that is huge.
In combat? Of course, it’s “instantaneous”. That is the main reason it’s far better than just carrying out a shovel and not spending a valuable cantrip slot on Mold Earth. You possess the ability to dig out a 5x5x5 hole in one action. No question.
Balance/OP problems? There are a lot of great cantrips you handed to find this. 5e Mold Earth isn’t a problem cantrip. You don’t have to nerf it. It’s situational as you have to be standing on dirt which is common enough outside of dungeons but in my experience less common as you may want.
Unless you have a good climb speed, you are using 10′ of movement to get out. Your DM will decide if ducking down to the hole uses the mechanics or perhaps not. That makes quick retreats a problem. A melee attacker undoubtedly has the edge on you as you’re in there and you’d have the disadvantage. You’re creating a classic tradeoff to get cover at the cost of an entire round + restricting your movement choices significantly.
Uses
A Tomelock construct for a brief campaign uses this and thorn whip and shadow along with devil’s sight for all sorts of shenanigans. Have an enemy encounter it (or have shoved, etc.) and then fill it up. Half buried enemies are easier to kill. And throwing/knocking different people into holes is only funny and frequently very helpful for holding or creating chokepoints. It was pretty crap, but this was smart, and fun also provided teamwork opportunities, and everybody loved it. You might experience excellent utility and higher DPS with a different cantrip. This one is situational and often strategic, don’t nerf it.
Create some candy trenches and fortifications in a field. You can dig more than 5′ down with some ramps and some time (5 cubic feet of dirt every 6 minutes by RAW is swift). Dug under some walls, buried some treasure and bodies. It is a good utility, but situationally it is an excellent tactical terrain spell in combat.
And conflicts with intriguing or changing terrain would be the best conflicts. Try this at home – get a shovel, and attempt to heap “loose earth” into the shape you’ve described (3ft tall, 2ft deep wall). It is going to drop down into a heap immediately. The angle of repose of soil is 30-45 levels. On your configuration (2ft diameter base) the pile ought to have a grade of relaxation of 75 degrees.
So the entire thing flops over to about half of its height. The dirt from the sides of the pit is also falling, filling up your cavity, probably cutting down the quantity of cover from the hole by half too. If you’re unlucky, the dirt from the wall will collapse backwards into your hole and lower the thickness even further. If you are lucky, you will have 3 feet of cover (partial cover) from the. There is a reason soldiers construct trenches out of packed, not loose, soil.
Mold Earth 5e Uses in a Combat.
- Produce an instant foxhole or breastwork
- Cover the ground with fine dirt to see an invisible animal’s footsteps
- Spook a horse
- Prevent or negate traps
- Muddy water for extra concealment during an amphibious assault
- Collapse the edge of a cliff
- Create a channel to direct to guide falling boulders
- Create rugged terrain (remember, caltrops stack with rough terrain)
- Bury or dig up treasure
- Create handholds and footholds on a sheer stone surface
- Close a door, block an entry or hold a door open
- Make a mound of dirt to cushion a fall (bad guy’s feather fall)
- Conceal a pitfall with canvas and dirt
- Create a ramp or steps
- Elevate a vantage point
- Dig a posthole for a block and handle anchor
- Decision Extinguish a campfire
- Dig a pit to maintain your animals from running away or being stolen
- Create an emergency landing for a boat
- Make a vessel run aground
- Soil a rivals clothing
- Clog a lock or machinery
- Restrain caught foes by burying them up to their throat.
- Tunnel out of prison, even if you’ve lost your spell components
- Disrupt magical circles and desecrate shrines
- Write a message from dirt or stone that will last an hour.
- Write a note with geoglyphs that will last millennia.
Mold Earth 5e Uses for Sneaky stuff.
- Create temporary untrue tracks
- Hide under a pile of dirt
- Camouflage or disguise yourself by covering yourself in dirt
- Dig a hole under something that you want to slip and bury it. Dig it up at your convenience.
- Also works to maintain something away from someone else. BBEG dropped the artefact? Buried beneath 5′ of grime.
- Produce the shape and color of a gold piece on the ground as a diversion
- Send a couple of messages with coded symbols or braille
Mold Earth 5e Uses in Survival.
- Dig an emergency shelter
- Build a windbreak
- Create a level campsite
- Dig for water
- Split up edible grubs, roots, and tubers
- Make sand to get a hut, toaster, toaster, charcoal pit, or other crude structure.
- Neutralize quicksand
- Avoid hookworm
- Bury yourself for insulation from a flame and dig out a pocket of cool air to breath.
- Mark your path with mounds of earth
Mold Earth 5e Uses in Domestic.
- Simultaneously level, until, plough, sow, and irrigate a small farm each day.
- Help harvest root vegetables.
- Produce an instantaneous step so the gnome can get to the top shelf.
- Free, or trap, a wagon in the sand or a rut
- Build a road, dam, causeway, levee, breakwater, or mountain
- Create a harbour and jetty
- Shield a building or settlement from a flood
- Produce a firebreak
- Reshape a shoreline
- Create or enlarge a tiny island (You can use natural patterns of sedimentation to reduce build time. Build a berm in front of a river mouth or lee side and down current of a landmass to catch sediment for you)
- Drain swamps
- Excavate anything
- Synergize with teamsters. You can dig faster than modern heavy machines, but on massive projects, it will be faster to haul dirt at a wagon than to scoot it together with Mold Earth cantrip. Also, you can create instant ramps and loading docks to your buggy.
Mold Earth 5e Uses in Military.
- Undermine a wall or building.
- Collapse a well during a siege
- Block a road
- Get an ambush by minding your undead.
- Help fireproof wooden constructions and siege engines (clay + water or vinegar if available)
- You can march up an army to a giant ramp over a wall
- Build enormous primitive defensive or offensive earthworks, such as trenches, ditches, moats, ramparts, and burns (3000 linear feet of 5′ trench using a 5′ berm per hour! And hugely expedite the construction of sophisticated earthworks, like palisades, spike pits, bulwarks, and strengthened ditches and ramparts.
- Destroy enemy earthworks.
- Quickly install and effectively set area-denial weapons, such as abatis (planted spiky sticks), caltrops, archer’s stakes (anti-cavalry stakes). Trous de loup (small pit w/ spike, usually in groups), punji stakes, stimuli (bets using a barbed iron spike), and chevaux de frise (dire 10′ poles).
- Dig or seal a sally port through a siege.
- Create a decoy encampment to appear few when you’re many, many when you’re few, near whenever you’re far, or far when you are near.
- Open, limit, or shut a narrow pass.
- Salt the areas of your enemies
- Fill dirt as a counte犀利士
rweight to get a portable trebuchet (remember to throw feather fall before you start the halfling)
Mold Earth 5e Uses for Entertainment.
- Construct the very best sandcastle.
- Annoy a modron
- Create a dorodango (glistening dirtball)
- Drink sand pies
- Play in the subway with children
- Level a coating for billiards, marbles, bowling, soccer, and other games.
- Attempt to discover a Penicillium colony (i.e. Mold Earth to earth mold)
- Create a beautiful mud wrestling pit
- Emerge out of the floor as an entry for an interpretive dance.
- Make a pretty soil drawing with a glimpse.
- Dig your dungeon or labyrinth
- Help construct a dolmen or other megalithic construction.
- Restore coastal or riparian habitat.
- Make a mud wallow for a boar companion or elephant bracket
- Blend with Transmute Rock and Stone Shape to build a fortress or any other construction.
- Blend with Plant Growth to create defensive hedge walls and a super farm.
- Sleep secure in a coffin underground and exhume yourself in the morning.
Summary
Mold Earth 5e is something of an odd-ball. That comes down to a few variables. Cantrips can be cast repeatedly without spell slots. The fundamental limitation of cantrips is time and chance.
Some consequences of cantrip 5e Mold Earth are permanent. Transfer Earth’s targets are common in most game settings; loose earth and gems (for some effects). Should you target an area of loose earth (5′ cube per 1 action / 6 seconds). You can instantaneously excavate it, then move it along the ground, and deposit it up to 5 feet off. This movement doesn’t involve enough force to cause harm.
You cause shapes, colours, or both to look on the dirt or rock, spell words out, create images, or shape patterns. The changes last for 1 hour. Many factors complicate calculating just how much earth a person could move” in the real world”.
Soil conditions, digger strength/endurance/experience, equipment type/quality, weather/daylight, breaks/rests, etc. Mold Earth 5e cantrip remains wildly more effective than the most optimal manual cases. In reality, it’s on par with a few mechanized excavating machines!
LEVEL | Cantrip |
CASTING TIME | 1 Action |
RANGE/AREA | 30 ft (5 ft ) |
COMPONENTS | S |
DURATION | Instantaneous |
SCHOOL | Transmutation |
ATTACK/SAVE | None |
DAMAGE/EFFECT | Control |
SPELLS | Druid, Sorcerer, Wizard |
REFERENCE | Elemental Evil Player’s Companion |
PAGE | 162 |