You conjure a shadowy tendril that radiates a haze of light and small bolts of electricity. They appear within 4 ft of you, can reach up to 15 ft, and has an AC of 11. The tendril lasts for the duration or until you dismiss it as an action. The tendril vanishes if it is ever struck by a weapon or spell, reaches out of range, or this spell is cast again.
You can use your action to control the tendril. You can use the tendril to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, and pour the contents out of a vial, ect. You can extend the tendril up to 15 feet each time you use it.
Additionally, as a bonus action on your turn, you can command the shadows to lash out. You launch the ends of the tendrils and grasp at creatures within 10 feet. A creature of your choice in that area must succeed on a Strength saving throw against your spell save DC or take 2d6 necrotic damage and be restrained by the shadows until the spell ends. A restrained target can use its action to make a Strength check against your spell save DC, freeing itself on a success.
The spell creates more than one tendril when you reach higher levels: two tendrils at 5th level, three at 11th level, and four at 17th level. Each level this spell would create an additional tendril also increases each tendril’s AC by 1. You can direct the tendrils at the same target or at different ones. Make a separate attack roll for each tendril.
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