You shape aquatic energy into a serpentine chain of living water that lunges at a creature you can see within range.
The target must succeed on a Strength saving throw or become restrained by the Devouring Chain for the duration.
While restrained:
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The creature is also considered grappled by the chain.
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The chain occupies the target’s space and can be targeted separately.
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The restrained creature can use its action to attempt to break free by making a Strength (Athletics) check against your spell save DC.
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Instead of Athletics, the creature may attempt a Dexterity (Acrobatics) check against your spell save DC.
Living Chain Mechanics
The Devouring Chain is sustained by your will.
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Any effect that hits the chain directly (AC = 10 + your proficiency bonus) immediately frees the target.
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The chain has hit points equal to 10 + five times your spellcasting ability modifier.
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The chain is immune to poison and psychic damage.
All standard grapple rules apply unless overridden here.
Backlash of Release
If the target escapes the Devouring Chain by any means other than you willingly ending concentration, you suffer magical backlash and become stunned until the end of your next turn.
This does not occur if the spell ends due to duration expiring.
At Higher Levels
When you cast this spell using a 5th-level slot or higher, the spell gains the following effect:
Devouring Chain (Empowered)
At the start of each of the restrained creature’s turns, it takes 2d6 necrotic or cold damage (your choice when you cast the spell), and you regain hit points equal to half the damage dealt.
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