You cause spectral hands or claws to rise up from the ground in a 20 foot square starting from a point you can see within range. For the duration, these hands turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be grappled by the hands until the spell ends. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 1d6 slashing damage and be grappled by the hands until the spell ends. A creature that starts its turn in the area and is already grappled by the hands takes 1d6 slashing damage.
A creature grappled by the hands can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d6. When you cast it using a spell slot of 7th- or 8th-level spell slot, the damage increases to 4d6. When you cast it using a 9th-level spell slot, the damage increases to 5d6.
* - (the preserved or desiccated hand of a dead humanoid)Previous Versions
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