Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Concentration 1 Hour
School
Necromancy
Attack/Save
DEX Save
Damage/Effect
Restrained

Four squirming, black tendrils erupt from the caster's back and lunge at another creature. On your turn, you may use your action to make a ranged spell attack and command one or all of your tendrils to either attack or restrain a target. As a part of this action, you can move one or all of your tendrils. Each tendril deals 1d6 necrotic damage if you choose to attack or you may target a creature, that creature must succeed on a Dexterity saving throw or be restrained by the tendril until the spell ends. A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and the tendril that was used to restrain it falls off your back squirming before evaporating into a black mist. You can only use the remaining tendrils to attack or restrain a target.

Your tendrils remain near the target they attack or restrain unless you choose to move them. The tendrils have a speed of 60 feet. You can move the tendrils up to 60ft in any direction so long as the tendrils are at most 60ft from you. Any creature can choose to attack your tendrils if they are within 5 ft. of them. Your tendrils have an AC of 18 and have 1 hit point. They are immune to psychic and poison damage. The tendrils automatically succeed and take no damage from saving throws involving Constitution, Intelligence, Wisdom, or Charisma. The Strength and Dexterity of the tendrils are equal to your spellcasting ability. The tendrils do not provoke opportunity attacks.

You can also use the tendrils for utility rather than combat. For example: grabbing far away objects, holding on to a structure, using the tendrils as "legs" to elevate you off the ground, etc. The tendrils can lift up to 250 pounds each. When a tendril is grappling a creature or object, another tendril may grapple that creature or object in order to allow both tendrils to collectively lift a creature or object equal to both of their weight capacity.

At Higher Levels: For each level above 3rd you gain an additional tendril on your back.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2018 5:11:46 AM
346
0
1.0
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12/1/2018 5:18:16 AM
22
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1.1
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3/15/2019 2:46:51 PM
282
2
1.2
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104
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1.3
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103
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1.4
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103
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1.5
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3/26/2019 7:59:37 PM
820
1
1.6
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4/3/2019 10:11:42 PM
472
0
1.7
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416
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4/6/2019 6:44:07 AM
421
0
1.8
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5/5/2019 6:39:16 PM
540
1
1.9
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Spell Tags: Damage Control

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Wizard (Legacy) - School of Necromancy (Legacy) Cleric (Legacy) - Grave Domain (Legacy) Sorcerer (Legacy) - Shadow Magic (Legacy)

SuperSoldier240

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