Radiant Chains (5e Spell)
From D&D Wiki
|Casting time:||1 action|
|Components:||V, S, M|
|Duration:||Concentration, up to 1 minute|
You summon two glowing chains made of light to restrain an aberration, fiend, or undead within the spell’s range. The creature must succeed on a Charisma saving throw or be restrained and incapacitated for the spell’s duration. Additionally, the creature takes 3d10 radiant damage. While the creature is restrained and incapacitated, it must succeed on the saving throw again at the start of its turns. On a failed save, it takes another 3d10 radiant damage. On a successful save, it breaks one of the chains. The spell ends early if the creature breaks all of the chains. If a creature takes 50 or more damage from this spell and isn’t native to the plane you’re on, you can use your reaction to banish it to its home plane.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of chains created increases by one for each slot above 5th.
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Paladin