Tentacles (5e Spell)
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|Casting time:||1 action|
You tear a hole to the Far Realm from which emerges a 15-foot long tentacle. Without using an action, you can cause this tentacle to interact with the environment and objects, performing actions such as opening doors and grabbing objects. In combat, you can use the tentacle in the following manners:
- You can force a creature within the tentacle's reach to make a Strength saving throw against your spell save DC, or be grappled by the tentacle. The creature can use an Action to attempt the saving throw again, freeing itself from the grapple on a success.
- When a creature is grappled, you can use an Action to cause the tentacle to crush the grappled creature, causing 1d8 bludgeoning damage to it.
- As an bonus action on your turn, you can cause the tentacle to attack creatures, dealing 1d8 bludgeoning damage on a hit. You can't attack or interact with objects with the tentacle while the tentacle is grappling a creature.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot. When you cast it using a 5th- or 6th-level spell slot, you conjure a third tentacle. When you cast it using a spell slot of 7th level or higher, you conjure a fourth tentacle.
you conjure a second tentacle, that can emerge from the same position, or another within the spell range. You can control all conjured tentacles with the action used to control a single one.
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