Spell Catalog · Arc-Rifting

Tendril

Level 3 Arc lightning
Casting Time
1 action
Duration
Instantaneous
Range
Medium · 90 feet
Components
V · S
Saving Throw
DEX · Half damage.

A high-voltage arc strikes one creature within range and jumps to nearby conductors. The primary target must make a Dexterity saving throw, taking 5d8 lightning damage on a failed save or half as much on a successful one. The arc then leaps to up to two additional creatures within 30 feet of the primary target. Each of them makes its own save, taking 2d8 lightning damage on a failed save or half as much on a successful one.

At Higher Levels

Slot Effect
4th · 6d8 The damage increases to 6d8.
5th · 7d8 The damage increases to 7d8 and the arc can jump to one additional creature.
6th · 8d8 The damage increases to 8d8.
7th · 9d8 The damage increases to 9d8 and the arc can jump to two additional creatures.
8th · 10d8 The damage increases to 10d8.
9th · 11d8 The damage increases to 11d8 and the arc can jump to three additional creatures.

The current line

A line opens low and forks. Where you go from here depends on what you took to get here.

  1. cant Recharge (utility)
  2. cant Static
  3. L1 Spark Bolt
  4. L2 Stun Shot
  5. L3 Tendril
  6. L4 Shunt (grounding)
  7. L5 Thunderbolt
  8. L6 Cascade
  9. L7 Barrage
  10. L8 Gridlock (area-denial)
  11. L8 Pillar
  12. L9 Tempest
  13. L10 Surge

Branches from here: Cascade

Role

  • damage

Class Access