Transmutation
TactForgeAction · 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.
| Level | 4 |
| Damage | 1d6 cold |
| Effect | Tidereach |
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.