User:Guy/Splat/Spells/Water Tendril
Water Tendril[edit]
1-point evocation (water) | |
Casting time: | action |
Range: | 60 feet |
Components: | V, S |
Duration: | concentration, up to 1 minute |
You conjure a prehensile limb-like tendril made of water up to ten feet tall, which sprouts from the point of a fluid or solid in range. The fluid or solid must have a surface no smaller than a 5-foot square. The tendril will reform if damaged or disrupted, but cannot inhibit movement of creatures or objects (unless grappling them). The tendril lasts for the duration, and obeys your spoken commands.
When you cast the spell and as a bonus action on your subsequent turns, you can issue a command from the following options. If the tendril sprouts from water you can also move it up to 60 feet as part of this command, but can only travel across the surface of water; if sprouted from any other surface the tendril cannot move from its initial square.
- Grapple. The tendril wraps around a Large or smaller creature within 10 feet of it. The target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled. The target can use its action to repeat this ability check to end the condition. The tendril can only grapple one creature at a time.
- Attack. The tendril lashes out at a creature or object you designate within 10 feet of it. Make a melee spell attack against the target. On a hit, the target takes 1d12 bludgeoning damage. The tendril can attack a creature it is already grappling, in which case this attack roll has advantage.
- Manipulate. The tendril pushes, lifts, enwraps, or interacts with an object or willing creature as you designate, but lacks individual fingers or dexterity. It acts with a Strength score equal to your casting ability score. It cannot manipulate while grappling.