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Watery Tendril in Dungeons & Dragons 5e

The Archive of Esoteric Secrets

Watery Tendril

2-level Conjuration

Casting Time 1 Action
Range 30 ft
Duration Concentration, up to 1 minute
Components S, M
Materials a vial of water

You conjure forth a watery tendril in a space that you can see within range. The tendril lashes out at any creature that comes within 20 feet of it or starts its turn there. When the tendril lashes out, the target creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained. On a success, the creature takes half damage and is not restrained. A restrained creature can repeat the save at the end of each of its turns, ending the restraint on a success. A restrained creature also takes 1d6 bludgeoning damage every time it starts its turn restrained.   When the tendril retains a creature, its point of origin moves to that creature's space. The next creature to start its turn within 20 feet of the tendril is subjected to the spells effect.   Once the tendril has attempted or succeeded in restraining five separate creatures, it cannot restrain another creature. Additionally, the tendrils cannot restrain the same creature more than once, but it can reattempt to restrain a creature if it failed previously.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt by the spell when it restrains a creature increases by 1d6 per spell slot level above 2nd.

Class(es): Druid, Sorcerer, Wizard

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