Chains of Justice (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Chains of Justice
3rd-level Conjuration
Casting time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute


Used by Imperial Wardens to capture their targets, this spell conjures moving, golden chains fill a 20-foot square on the ground. For the duration, these chains turn the ground in the area into difficult terrain.

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 Dexterity saving throw, or take 2d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 2d6 bludgeoning damage.

A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsCleric Back to Main Page5e HomebrewSpellsPaladin