Dark Dive (5e Spell)

You grab hold of a creature you can touch and drain its life force until it breaks free. Make a melee spell attack against the target. You can choose to substitute the attack roll with a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a hit or a successful check, the target suffers 1d12 lightning damage and is grappled by you, regardless of its size. The escape DC for this grapple is equal to your spell save DC.

Dark Dive
1st-level necromancy
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
The grapple between the caster (left) and his target (right) has just ended.
Dark dive usually ends with a small, fiery explosion.
Source

While you maintain the grapple on the target, you can inflict this lightning damage again as an action. When the grapple ends, the target suffers 1d6 fire damage and is pushed up to 5 feet away from you, then the spell ends.

Any creature that is not alive, such as an undead or construct, has resistance to the lightning damage from this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the lightning damage by 1d12 for every two slot levels above 1st.



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