You summon dark, shadowy tendrils that erupt from your back, lashing out towards your enemies with swift, unpredictable movements. Choose up to three creatures within range. Each target must succeed on a Dexterity saving throw or be grappled by the tendrils. While grappling, you can choose one of the following effects to apply to each target:
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Slam: The tendrils slam the target into the ground. The target takes 3d8 bludgeoning damage and is knocked prone.
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Throw: The tendrils fling the target up to 15 feet in any direction. The target must make a Strength saving throw or take 2d6 bludgeoning damage and land prone in a space of your choice.
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Pull: The tendrils pull the target directly towards you. The target moves up to 20 feet closer and must make a Strength saving throw. On a failed save, the target is pulled within 5 feet of you and is knocked prone.
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Electric Surge: You channel crackling electricity through the tendrils. The target must make a Constitution saving throw or take 3d6 lightning damage and be stunned until the end of your next turn.
On each of your turns, you can use a bonus action to manipulate the tendrils and attempt to grapple additional targets, using the same saving throws and effects as above.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
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