You summon an animated chain of shadow that appears out of the ground in an unoccupied space you can see within range. This chain has an AC of 18, 16 hit points, and immunity to psychic and thunder damage. The chain disappears if it is reduced to 0 hit points, it is ever more than 90 feet away from you, or if concentration ends. On this turn, the chain can make a melee attack at a creature with a range reach of 10 feet using the spell caster’s spell attack bonus. On a hit, the target takes 1d8 slashing damage and must make a strength saving throw against the spell caster’s spell save DC. The creature is grappled on a failed save. The creature may repeat this save at the end of each of it’s turns. On a success, the creature is no longer grappled.
On your turn, you can use a bonus action to move 1 or more chains up to 20 feet each. If a creature has already been grappled by a chain, the chain can instead move up to half it’s speed and attempt to pull the creature up to 10 feet. The creature can make a Strength saving throw to resist being pulled. On a success, the creature resists being pulled and the chain’s speed becomes 0 for that turn. You can use your action to make a melee attack with 1 or more chains. If a creature has already been grappled by a chain, that chain deals 1d6 piercing damage and 1d6 psychic damage to the creature instead of attacking. You may end the grapple on an enemy (no action) on your turn.
At higher levels. When you cast this spell at 3rd level or higher, 1 additional chain is summoned and each chain gains an additional 4 hit points for every 2 slot levels above 1st.
Comments