User:Guy/Splat/Spells/Anchor

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Anchor[edit]

2-point conjuration (creation)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  concentration, up to 1 minute
You conjure a magical, semitransparent anchor or harpoon and hurl it at a creature, object, or flat surface in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d12 piercing damage and the anchor becomes lodged in the target for the duration. A transparent, phantasmal chain visibly connects you to the anchor, though all other objects and phenomenon pass through this chain as though it wasn't there.
 On a miss, on your next turn you can attempt to make this attack again with an action. You can repeat one attack with an action each turn while this spell persists, until you hit or until the spell ends.
 After a hit, once on each of your turns within the duration, you can use your bonus action to heave the hit target towards you. The target must succeed on a Strength saving throw or be pulled up to 20 feet straight towards you. Any unattended object automatically fails these saving throws.
 If the target's size category is greater than Large, this bonus action instead pulls you up to 20 feet straight towards the target (no save).
 This spell ends if the target is ever more than 300 feet away from you.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the piercing damage by 1d12.


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