Arcane Tether (5e Spell)
You conjure a rope connecting two points. Choose two objects or creatures within range (You can chose to target yourself). If the targets are within 60 feet of each other, a magical tether links them together. An unwilling target can make a dexterity saving throw, ending the effect on a success. When tethered, the targets cannot be moved beyond 60 feet of each other, as a magical rope holds them back. This rope also breaks falls, can be swung on, and be used to pull either target. When you cast the spell, and as a bonus action on each of your turns, you can choose to expand the rope up to 60 feet, or contract it up to 10 feet. A creature can use its action to break the rope by making a strength check, contested by your spell save DC. On a success, the tether is broken and the spell ends. You can end the spell early as a bonus action.
1st-level Conjuration | |
Casting time: | 1 action |
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Range: | 90 feet |
Components: | S, M(A small string) |
Duration: | 8 hours |
You can have up to two tethers created by this spell at a time. If you cast this spell a third time, you must dismiss another tether you have created.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the maximum rope length by 10 feet for each level used.
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