You create a eight tentacles of pure water, which are attached to you. The tentacles last for the duration and move with you.
When you cast the spell and as a bonus action on your subsequent turns, you can cause up to two of the following effects with your tentacles. You may choose two different effects, or the same effect twice. You may move in between these effects, and you do not have to choose both at the same time.
Water Whip
A tentacle strikes out against a creature or object within 30 feet of you. Make a melee spell attack for using your game statistics. On a hit, the target takes 4d8 bludgeoning damage.
Grasping Tentacle
A tentacle attempts to restrain a creature within 30 feet of you. The creature must make a Strength saving throw or be Restrained for the duration. If the target is Medium or smaller it has Disadvantage on the saving throw.
A tentacle Restraining a creature may not be used for any other effects except Constrict and Fling, and automatically releases a creature if you are ever more than 30 feet away from it.
A creature Restrained by a tentacle may use its Action to attempt a Strength check against your save DC. On a success, it frees itself.
Constrict
While your tentacles are Restraining one or more targets, you can have your tentacles squeeze them. When you do so, each creature Restrained by your tentacles takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Fling
One Large or smaller or creature Restrained by a tentacle is thrown 1d4 x 10 feet in a random direction from its current location, and is knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
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