Pull of Acherus (5e Spell)

Shadowy coils wrap around the targeted creature. The target must make either a DEX save to dodge, or a CHA save to break the tendrils. On a failed save the target is pulled to any space within 5 feet of you or an alternate target within 30 feet of both you and the initial target. At Higher Levels: When this spell is cast using a 4th level spell slot or higher you can pull one additional creature per slot level above 3rd

0.00
(0 votes)

This page was marked as abandoned on 11:19, 5 December 2020 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Incomplete


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Pull of Acherus
3rd-level
Casting time: 1 action
Range: 30
Components: V, S
Duration: Instantaneous

Back to Main Page 5e Homebrew Spells Bard
Back to Main Page 5e Homebrew Spells Cleric
Back to Main Page 5e Homebrew Spells Druid
Back to Main Page 5e Homebrew Spells Paladin
Back to Main Page 5e Homebrew Spells Ranger
Back to Main Page 5e Homebrew Spells Sorcerer
Back to Main Page 5e Homebrew Spells Warlock
Back to Main Page 5e Homebrew Spells Wizard [[Category: ]]

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.