Level
7th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Buff (...)

You summon 6 black tendrils of eldritch energy, the tendrils sprouting from your body. Each tendril is Huge and has 1/6 of the casters hit points, as well as the same AC and resistances. They each have a Strength Score = to you Spell Casting Modifier and a Dexterity of 10 (+0).

When you cast the spell, and as a bonus action on subsequent turns, you can cause up to 2 different effects, or the same one twice. These effects don't need to immediately follow each other in the order of your turn.

  • Attack - you perform a tendril strike one creature within 30ft. Perform a melee spell attack and on a hit they take 4d8 magical Bludgeoning Damage, and this must target two separate enemies if used twice.
  • Push - you attempt to push a creature within 30ft in a direction of your choice. Perform a contested Strength check, and if they're Large or smaller you have advantage on the check. On a success you push the target 5ft + 5x your Spell Modifier.
  • Grasping - you restrain one creature within 30ft. You make a contested Strength check against your target and if the target is Large or smaller they have disadvantage on the check. On a fail the target is restrained, and a tendril restraining a creature can only continue to restrain or fling the creature and you cannot use your attack on a restrained creature. A creature must use their action to repeat the check to break free. 
  • Constrict - each restrained creature in your grasp takes 3d6+Spell Mod magical Bludgeoning Damage.This can only be used once.
  • Fling - one Huge or smaller creature  that has been restrained is thrown (1d4+Spell Mod)x10 feet in a random direction, taking 1d6 bludgeoning damage for every 10ft. If the target is thrown into another creature, the creature must make a dexterity saving throw or be knocked prone and take 1/2 the damage the thrown creature took up to that point.
  • Interpose - the tendril interposes itself between you and a creature you choose until you give the tendril a different command. The tendril moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the tendril’s Strength score. If its Strength score is higher than the tendril’s Strength score, the target can move toward you through the tendril’s space, but that space is difficult terrain for the target.

The tendrils can also be used for menial tasks like moving objects and opening doors, and when using this in this manner it doesn't require the casting of the spell.

At Higher Levels: When you cast this spell with a spell sloth of 8th level or higher, the damage of all of your options increases by 1 damage dice for every level above 7th. Furthermore your Push option increases by 5ft and your Fling increases by 1d4. 

* - (Piece of Tentacle From Giant Squid, Piece of Tentacle From Giant Octopus, Black Demon or Aberration Blood)

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2020 11:13:04 AM
7
0
--
Coming Soon
5/29/2020 12:07:41 PM
4
0
--
Coming Soon

Spell Tags: Damage Buff Utility Combat Shapechanging

Available For: Warlock (Legacy) - The Fiend (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Wizard (Legacy) - School of Conjuration (Legacy) Wizard (Legacy) - School of Transmutation (Legacy) Cleric (Legacy) - Arcana Domain

user-107156036

Comments

Posts Quoted:
Reply
Clear All Quotes