Fiendish Claws (5e Spell)

From D&D Wiki

Jump to: navigation, search
Fiendish Claws
2nd-level Evocation
Casting time: 1 bonus action
Range: Self
Components: V,S,M (any fiendish relic or symbol)
Duration: 1 minute

While your hands are empty, you create ethereal-looking claws on your knuckles that glow a fiery red. Assign your two claws damage types: either fire or force. They can be matching or different damage types (i.e. left is fire and right is force OR left is force and right is force). The claws are considered light melee weapons. The first attack made on each turn with this spell will take a standard action, while the second attack will take a bonus action. On a hit, the target takes 1d6 + your spellcasting ability modifier chosen damage. If you hit with this spell while "holding the charge" of a touch spell, that spell is automatically discharged into the target (allowing normal Wis or Con saving throws but not Dex saving throws).

At Higher Levels. When you cast this spell using a spell slot 4th level or higher, the damage on each claw increases by 1d6 chosen damage every two slot levels above 2nd.

Back to Main Page5e HomebrewSpells

Home of user-generated,
homebrew pages!