You create a wall composed of a writhing mass of snakes. The wall appears within range and can rest of solid ground. You choose to make the wall up 30 feet long, 5 feet high, and 5 feet thick, and it vanishes when the spell ends. The wall may be a straight line or curve along the ground in any manner you wish, as long as each 5 foot segment of the wall is contiguous with at least other segment. The wall is solid and blocks movement, unless a creature can jump or fly over it. The wall does not block line of sight, but it does provide three-quarters cover against attacks that pass through it.
At the end of each of your turns, each creature within 5 feet of the wall must make either a Strength or Dexterity saving throw or be grappled by the writhing serpents. A creature that is grappled by the wall can use an action to escape with a Strength (Athletics) or Dexterity (Acrobatics) check contested by your spell save DC. On a success, the creature escapes the grapple.
As an action, you can cause venomous vipers to bite any creatures you choose that are within 5 feet of the wall. A chosen creature must make a Constitution saving throw. On a failure, the creature takes 2d6 poison damage and is poisoned for as long as the spell remains active. On a success, the creature takes half damage.
As a bonus action, you may move the wall as if it were a creature. Each 5 foot segment may move up to 10 feet in any direction, as long as each segment remains contiguous with at least one other segment. The wall's movement is blocked by any creature or object that occupies a 5 foot square. Creatures grappled by the wall block the wall's movement and cannot be moved by it.
The wall counts as a single object with AC 10, 30 hit points, and immunity to poison damage. It can make saving throws against damaging effects using your spellcasting modifier for the roll. If it is destroyed, the spell ends.
At Higher Levels. When casting this spell at 4th level or higher, the wall's length increases by 5 feet, its hit points increase by 10, and the poison damage increases by 1d6 for each slot level above 3rd.
* - (a drop of snake venom and a patch of shed snake skin)
Some notes for the spell:
There's multiple conditions it can apply along with damage, but both are relatively easy to avoid. Creatures can use either STR or DEX (usually one is high) to avoid the grapple, and poison is the most resisted condition/damage type. Grappled is also a far less punishing condition than restrained, as it only reduces movement to 0.
It's possible to completely trap a medium creature's movement by circling the wall around them, either by moving the wall or shaping it around the creature when casting, but the caster must burn a 5th level slot or higher to do this unless you have the environment to work with.
With the above point in mind, along with its multiple conditions and possible damage, the wall is easier to destroy than others. Unlike other walls where individual segments can be destroyed, the entire Wall of Serpents shares the same health pool. Attacking any segment is as useful as any other. I haven't quite decided how to rule cleaving or multishot attacks against the wall, but in regards to AoE the wall is a single object and only takes damage once per source. As with all the other walls, the spell is concentration, so going for the caster is another option.
For now, any poisoned conditions you can pull off with the wall last until the wall is destroyed or the spell ends, rather than allowing additional saving throws beyond the first. The caster can also continue trying to apply the condition (along with the damage) with their action each round. I'm still on the fence about this.
Working on some Yuan-ti flavored stuff. Would like opinions on a spell here:
Some notes for the spell:
I like this spell !
My Homebrew: Spells Subclasses