You conjure coalesced energy from your patron’s domain, creating 3 small rifts around you. For each rift you conjure, choose a target creature or object within range, up to the number of rifts summoned by the spell and make a ranged spell attack. Magical chain, ropes or other similar objects of your choice launch out from the rifts at the target creature(s) or object(s).
Each chain does 1d10 force damage to the creature on a successful hit, and they must make a single Strength saving throw against your spell DC. Each successive chain adds +1 to the spell DC, but each creature only makes a single saving throw. If they fail the saving throw, they are considered Grappled until the start of your next turn. A creature can attempt to use its Action to help break the Grapple, using a Strength (Athletics) check against your spell DC.
At the start of your next turn, the rifts close and the chains disintegrate into a puff of black smoke.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you conjure an additional rift for each slot level above 3rd.
Previous Versions
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10/26/2021 3:55:09 PM
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4
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0
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Coming Soon
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10/26/2021 4:38:24 PM
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6
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1
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1.1
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Coming Soon
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