You create two large crab or lobster claws in an unoccupied space that you can see within range. The claws last for the spell's duration, and they move at your command, mimicking the movements of your own hand.
The claws is an object that has AC 20 and hit points equal to your hit point maximum. If they drops to 0 hit points, the spell ends. They have a Strength of 22 (+6) and a Dexterity of 10 (+0). The claws fill a 10x10 space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the claws up to 60 feet and then cause one of the following effects with it.
Snap Snap. The claws strike out twice against creatures within 5 feet of them. Make two melee spell attacks for the claws using your game statistics. On a hit, the target takes 2d12+6 bludgeoning damage.
Shoving Claws. The claws attempt to push a creature within 5 feet of them in a direction you choose. Make a check with the claws' Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the claws push the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The claws with the target to remain within 5 feet of it.
Clenching Claws. The claws attempt to grapple a Huge or smaller creature within 5 feet of it. You use the claws' Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While a claw is grappling the target, you can use a bonus action to have the claw crush it. When you do so, the target takes bludgeoning damage equal to 1d10 + your spellcasting ability modifier. The claws can have up to two creatures grappled this way and when you cause the claws to crush a grappled creature you can choose one or both claws to crush.
Claw Cover. The claws interpose themselves between you and a creature you choose until you give the claws a different command. The claws move to stay between you and the target, providing you with half cover against the target. The target can't move through the claws' space if its Strength score is less than or equal to the claws' Strength score. If its Strength score is higher than the claws' Strength score, the target can move toward you through the claws' space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d12 and the damage from the grasping hand increases by 2d10 for each slot level above 5th.
* - (A pair of crab claws)
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