You summon four ethereal tendrils that surround your body as both armor and weapon. These tendrils occupy your space and move with you. You gain 40 temporary hit points that last for the spell’s duration. The spell ends if you ever lose all of these temporary hit points.
When you cast this spell, and as an action on your subsequent turns, you can make a number of melee spell attacks up to the number of tendrils that you have summoned with this spell. When you do, each tendril must target a different creature within range. Attacks with these tendrils deal 3d6 force damage on a hit and if the target is Medium or smaller, it is also grappled and restrained until the spell ends. Each tendril can only grapple one target. A creature restrained by this spell can use its action to make a Strength (athletics) or Dexterity (acrobatics) check against your spell save DC, freeing itself on a success.
While you have at least one target grappled by this spell, you can use a bonus action to forcefully move them to another location within range.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you gain one additional tendril and 10 additional temporary hit points for each slot level above 4th.
* - (An octopus tentacle and a thread from a phase spider's web)
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