Fiendish Chains
Today we present our first homebrew spell; a 2nd level conjuration spell tied to the infernal magic of fiends! Using this spell, you can deal some serious crowd control to your enemies, restraining them with fiery chains and dealing considerable damage over time. It's a very crippling spell; if the target cannot escape the hellish binds in a timely manner, things are not going to end well for them. Not only will they be taking continuous damage from the spell, but your whole party will have tasty, painful advantage. As such, this spell will be especially potent on a caster that has some way of defending themselves consistently, so that their casting of the spell doesn't put a big red target on their back that they can't deal with. Thankfully, there's a class that can make excellent use of this binding spell; one we've been working hard on! It's coming out this Monday, so we hope you keep an eye for it!
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Fiendish Chains
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of obsidian shavings)
Duration: Concentration, up to 1 minute
Classes: Artificer, sorcerer, warlock, wizard
Choose a Large or smaller creature you can see within range. Searing chains burst forth from your fingertips and attempt to bind the target. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage and 1d6 fire damage and be restrained for the duration. At the end of the restrained creature’s turn, it takes an additional 1d4 bludgeoning damage and 1d4 fire damage. The creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial fire or bludgeoning damage (your choice) increases by 1d6 for each slot level above 2nd.