← Spells

Tidereach

Transmutation

TactForge

Action · Self · V, S, M (a shell that has held seawater) · Concentration, up to 1 minute

Action, self, concentration up to 1 minute. Ropes of cold sea water coil around your arms. Your melee attacks — unarmed strikes and a wild shape's natural weapons included, opportunity attacks too — reach 10 ft farther, and your melee hits deal an extra 1d6 cold. Once on each of your turns, when you hit a Large or smaller creature in melee, you drag it up to 10 ft straight toward you or shove it up to 10 ft straight away.

Level4
Damage1d6 cold
EffectTidereach
Bard
Druid

Example

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Tactforge is an independent project, compatible with fifth edition.