Arcane Tether (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Arcane Tether
1st-level Conjuration
Casting time: 1 action
Range: 90 feet
Components: S, M(A small string)
Duration: 8 hours


You conjure a rope connecting two points. Choose two objects or creatures within range (You can chose to target yourself). If the targets are within 60 feet of each other, a magical tether links them together. An unwilling target can make a dexterity saving throw, ending the effect on a success. When tethered, the targets cannot be moved beyond 60 feet of each other, as a magical rope holds them back. This rope also breaks falls, can be swung on, and be used to pull either target. When you cast the spell, and as a bonus action on each of your turns, you can choose to expand the rope up to 60 feet, or contract it up to 10 feet. A creature can use its action to break the rope by making a strength check, contested by your spell save DC. On a success, the tether is broken and the spell ends. You can end the spell early as a bonus action.

You can have up to two tethers created by this spell at a time. If you cast this spell a third time, you must dismiss another tether you have created.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the maximum rope length by 10 feet for each level used.

5.00
(one vote)

Back to Main Page5e HomebrewSpellsArtificer
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard