Sargasso Strands

2nd-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small piece of dried kelp)

Duration: Concentration, up to one minute

You fling strands of tangled kelp and seaweed at a target within range, making a spell attack against them. If the sargasso strands hit, the target must make a Strength (Athletics) or Dexterity (Acrobatics) against your spell save DC or be grappled. If the target is grappled, it can attempt a Strength (Athletics) or Dexterity (Acrobatics) check to escape as an action on its turn. The DC to escape the sargasso strands is reduced by 1 per round as the strands start drying out and becoming brittle.

Allies can also cut a grappled creature free with a slashing weapon, the strand has damage threshold of 2 and hit points equal to 5 + your spellcasting ability modifier.

If you cast this spell while ocean water is within range, you gain advantage on your spell attack, the DC to escape is not reduced by the passage of time, and the strands have their hit points increased to 10 plus your spellcasting ability modifier.

At Higher Levels. If you cast this spell using a spell slot of 3rd or higher you may target another creature with a strand per spell slot.

Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.

scroll to top