Level 4 Conjuration spell available to Wizards. A 6m circle of tentacles that grabs anyone who fails a Strength save, holds them in place, and chews on them for 3d6 every turn. It is a zone control spell that also happens to do respectable damage.
Spell description: Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.
Spell properties
- Damage: 3d6 Bludgeoning
- Damage type: Bludgeoning
- Range: 18m (60ft)
- Area: 6m (20ft) radius
- Duration: 10 turns
- Concentration spell
- Save: STR save
- Conditions applied: Black Tentacles (Restrained). The creature cannot move and takes 3d6 Bludgeoning per turn. The area is Difficult Terrain.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Evard’s Black Tentacles at higher levels provides no additional benefits.
How to obtain Evard’s Black Tentacles
- Wizard at Class level 7
- The Great Old One Warlocks at Class level 7
Source items: Strange Tendril Amulet, Scroll of Evard’s Black Tentacles
EVARD’S BLACK TENTACLES
Level 4 Conjuration SpellTentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.
AREA: BLACK TENTACLES
Condition: Black Tentacles
- Restrained by dark tendrils. The creature cannot move and takes 3d6 Bludgeoning damage per turn.
- Attack Rolls against it have
Advantage. - Its Attack Rolls and Dexterity Saving Throws have
Disadvantage. - The Restraint only lasts while the creature stays on the surface.
When to cast Evard’s Black Tentacles
Drop it on a chokepoint or right on top of a group of enemies who do not want to be there. Anything Restrained is stuck, has Disadvantage on its attacks, and gets hit with Advantage by everyone on your side. Ten turns of that is a very long time.
Strength save is the interesting part. Casters, archers, and most of the sneaky stuff in this game have poor Strength, so it holds exactly the enemies you want held. Ogres and big melee brutes will walk out of it.
The Restraint only applies while the creature is standing on the tentacles, so a Misty Step or a Dimension Door gets them out with their movement intact. The damage only ticks on creatures who were already grabbed at the start of their turn.
It is Concentration and it lasts ten turns. Cast it early, stand somewhere safe, and let your ranged party members pick off whatever is stuck in the circle. Do not drop it where your own melee needs to go.










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