One of your arms transforms into one or more appendages resembling those of aquatic creatures. (i.e. the pincers of a crab or the tentacles of an octopus) You gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns. These hit points don’t stack and you lose any remaining temporary hit points from the previous turn before gaining new ones.
When casting and on each turn while concentrating on this spell you can use your action or bonus action to choose from one of the options below.
Punch: Make a melee spell attack against a creature within 5 feet of you, and add your Strength modifier to the attack roll. On a hit, the target takes 3d6 + your spellcasting ability modifier + your Strength modifier in bludgeoning damage and is grappled by you if it is Large or smaller. Grapple and shove checks made with this hand are Athletics (spellcasting ability modifier) + your Strength modifier.
Crush: You smash a grappled creature in your transformed hand. The target automatically takes 2d6 + your spellcasting ability modifier + your Strength modifier in bludgeoning damage and Dex Save vs restrained until the end of your next turn or until the grapple ends.
Toss: You toss a Huge or smaller creature within 5 feet of you back a number of feet away from you up to 5 times (your spellcasting ability + Strength modifier). A creature can make a Strength saving throw to avoid being tossed. A tossed creature takes 2d6 bludgeoning damage, or +1d6, if it collides with an object or creature that is a size larger.
If you toss a creature you are grappling you can toss it twice as far.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of your Punch, Crush and Toss increases by 1d6 for each slot level above 3rd.
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