You create eight large translucent, spectral appendages that fill the spaces around you. The arms remain centered around you for the duration of the spell and cannot be occupied by other creatures unless they make an athletics check against your spell DC.
Each arm has an AC of 22 and hit points equal to an half of your hit point maximum. If an appendage drops to 0 hit points, the appendage is dispelled and the space where it was can become occupied by another creature. The armaments grant you full cover when all eight are active, three-quarters cover when seven are active, and half cover when five are active. When only four remain you do not get any AC bonus. When the spell is active, you can choose to move using the armaments giving you a movement and climbing speed of 60 feet. When you cast the spell and on subsequent turns with your bonus action you can cause one of the following effects with it.
Arcane Pommeling: Choose a creature within 10 feet of one of the armaments, an appendage lashes out and strikes the creature. Make a melee spell attack using your spell attack bonus. On a hit, the creature takes 6d8 force damage.
Arcane Toss: Choose any number of creatures Huge or smaller within 5 feet of the armaments and force them to make a Strength saving throw against your spell DC. On a failure, each creature that failed is shoved backwards in a straight line 35ft. On a successful save, the creatures are unaffected and remain where they are.
Arcane Grip: Choose a Huge or smaller creature within 10 feet of one of the armaments, an appendage lashes out and grapples a creature. If the target is Medium or smaller, you have advantage on the check. Make a check with your spell attack bonus against the creatures Athletics. If grappled, the creature can be suspended 10 feet in the air.
Arcane Ravage: You let out a massive final strike that uses up all of the power of the spell in a single blow that targets a 15 foot cube. The attack dispels all armaments and deals a base of 6d8 force damage. Depending on the number of armaments still active the attack range increases by 10 feet per active armament. Likewise, the damage increases by 2d8 per active armament.
* - (a small, eight armed idol worth 35gps)Previous Versions
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Posted Feb 16, 2023w