Part of Destiny: Nimble. Condition: Severed Used as a setup for other Strand abilities. A Severed creature deals minimum damage and has disadvantage on saves against being Grappled or Restrained, removing the condition after performing either.
Grappling Strand
Tier 1, Single TargetYou may move the target 2 spaces to you (2x for smaller, large half as far, huge+ cannot be moved), or yourself up to 12 spaces to it. On crit: Sever the target.
Tendril Trap
Tier 1, Single TargetIf it is Severed, it loses the condition and is Restrained for as long as you concentrate or they escape.
Suspend
Tier 2, Single TargetA pillar of Strands erupts in a 1 space area within reach, Restraining any creature entirely within that space and lifting them 4 spaces in the air (20ft).
Tether
Tier 3, Single TargetWhen you would be damaged or moved against your will, reduce all damage taken this round by 20 and you cannot be moved this round.
Needlestorm
Tier 4, Single TargetRestrained targets take max damage, no longer being Restrained and becoming Severed.
Woven Mail
Tier 5, Multi-TargetFriendly creatures gain +10 armor.
Grasp en Masse
Tier 6, AoESevered creatures make a STR save or take 3d20 damage ignoring armor, half on save. Surviving creatures are Restrained and moved to an adjacent space to you.
Stranglehold
Tier 7, Multi-TargetUp to KEY creatures must make a DEX save or be Restrained, or Severed on save. Each suffers 40 damage reduced by their save, and they repeat this damage each time they attempt to escape.
Silkstrike
Tier 8, SelfWhile maintained, you can 1/turn cast Grappling Strand for 0 mana and have it affect creatures in a cone 8 reach.
Bladefury
Tier 9, SelfGain movement speed of 12 ignoring any restrictions, LVL armor, 10xLVL temp HP, and:
- Slice Action: 1d20+LVL damage, ignoring armor. Creatures hit are Severed. Whenever you Sever a creature by any means, gain 1 Strand Charge.
- Throw 2 Actions (range 12, spends 2 Strand Charges): launch 2 projectiles, each dealing KEY d12 damage (cannot crit or miss) and applying the Suspend spell to the targets without concentrating on it. If affecting the same target, they don’t deal additional damage but the Suspend spell is cast at Tier 5 instead.
At the end of each turn you must make a STR save as if saving against Concentration loss, losing the effects on a fail. Spell is automatically ended if you run out of temp HP. .