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Maximilian’S Earthen Grasp – 2nd Level Spell #49: Maximilian’s Earthen Grasp (DnD 5E Spell)

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Introduce about 2nd Level Spell #49: Maximilian’s Earthen Grasp (DnD 5E Spell)

Level: 2nd
Casting Time: 1 Action
Range/Area: 30 ft (5 ft Cube)
Components: V, S, M *
Duration: 1 Minute (Concentration)
School: Transmutation
Attack/Save: STR Save
Damage/Effect: Bludgeoning
Description: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

* – (a miniature hand sculpted from clay)

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16 Comments

  1. New to the game so here with a silly question. What happens to the hand on an initial successful saving throw? The target avoids the grasp and damage, but can the wizard use the hand on its following turn?

  2. It's not a bad spell, but I usually base my builds out of themes and Earth spells don't interest me as much. If a gnome or something got caught by it, they'd be screwed without Misty Step or a good roll… wait, would Dispel Magic work on the hand?

  3. The thing I wonder is if you choose to move the hand as an action after they have just been restrained does it move them and then release the target or is the target released and then the hand moves. If it's the case that you move them and then let go I would have them be dropped in a dangerous nearby location.

  4. While the hand is limited to appearing and moving to unoccupied spaces, the spell effect itself does not occupy its space.

    This spell can be quickened as a bonus action to cause its initial damage of 2d6 bludgeoning and the restrained condition.
    Then, if the first casting save is success, the spells action effect can be used on the same turn. The consecutive saves afterward, while still strength saves, deal half damage on a pass which actually boosts its expected damage after the first failure.

    One of the important distinctions about this spell is that ONLY the initial target can spend its action to free the creature. It’s kind of like the spell entangle that trades AOE capability for single target magical bludgeoning damage and the potential to be reused multiple times.

    A second important distinction is that the movement distance is a different unoccupied space “within range” and not “up to its range”. This means that you could potentially move it much further than 30ft after its initial casting if you teleported or moved a large distance while still concentrating on it. For example, you could cast the Maximilian’s earthen grasp, cast dimension door 500 ft away, and then use a subsequent action to move the hand within 30ft of your new location to an occupied space.

    3rd important distinction is that while the initial castings spell effect is required to be on the ground, the subsequent actions used to move to new locations are not limited to the ground.

    4th important distinction is that initial casting requires sight, but subsequent actions given do not.

    5th important distinction is that if the initial save fails, that creature cannot be targeted again by the same spell, as it specifically requires a different creature.

  5. I used this in 2 boss fights. The first boss got crit by my smite before it could do anything (I had just joined the table, the dm, was absent, his friend was guest dming, and I was driving her wizard on top of my character) but the second boss was a warlock, and he was completely disabled because he couldn't break free or cast spells with somatic components, so he was facing rolled.

  6. This is a must for my Earthbending Sorcerer concept which I haven't made yet. But this is very cool for a Sorcerer since they can proc this each round but can still cast normal spells with Quicken Spell.
    Also even though it says "Earthen" Grasp, it can easily be reflavored as anything. Just a grasping tendril if you are a Sea Sorcerer, chains made of light if you are a Divine Sorcerer and etc.

  7. Check board pattern. Enchant the black squares with this spell. Stepping on the square or a red square triggers the hands. First on holds a person while the others beat the hell out the trapped victim. I'd say 1d4 would trigger depending on how the PC's are stepping

    And they last for the spell duration so you could have a tpk depending on rolls.

    Lmao

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