Black Tentacles
ConjurationSquirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Spell Details
Player Guide
Position the 20-foot square to divide enemy forces or trap enemies against walls, forcing concentration saves if they want to escape. The spell is particularly effective against melee-focused enemies and those with low Strength saves. Combine it with ranged damage dealers who can attack restrained enemies at advantage, or use it defensively to create a barrier enemies must struggle through. Remember that the tentacles persist for concentration, so avoid taking damage that might break your concentration.
Spell Combos
DM Tips
Clarify that the tentacles are difficult terrain for all creatures and work on any ground type that creatures can enter—not just outdoor terrain. The spell ends if the caster uses their action to cast another spell (except cantrips), so emphasize that maintaining this spell requires action economy discipline from the player.