You summon crimson tendrils that wrap around and bind a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 5d8 necrotic damage and becomes grappled by the tendrils until the end of their next turn. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
Bloodletting. When you cast this spell you can choose to expend a number of hit dice equal to the spell level at which it is cast. If one or more hit die are expended this way, affected creatures become stunned in addition to the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
* - (A link of iron chain)
Comments