You flood your weapon with writhing shadow and make a melee attack against one creature within range. On a hit, the target suffers the weapon’s normal effects, and shadow chains erupt from the impact point. The target takes an additional 1d6 necrotic damage and becomes tethered by shadow until the start of your next turn. While tethered, the creature’s speed is reduced to 0 unless it succeeds on a Strength saving throw against your spell save DC at the start of its turn (ending the tether on a success).
If the tethered creature attempts to move or is forcibly moved, it takes 1d8 necrotic damage, and the chains violently snap outward. When this happens, choose up to two creatures within 10 feet of the original target. Each must succeed on a Dexterity saving throw or take necrotic damage equal to your spellcasting ability modifier + 1d6.
The initial necrotic damage increases as you gain levels:
5th level: 2d6
11th level: 3d6
17th level: 4d6
At 11th level, you can chain to three creatures, and the movement damage increases to 2d8. At 17th level, the tethered creature has disadvantage on the Strength saving throw to break free.
Comments