Casting Time: 1 action
Range: 30 ft (5 ft
)
Components: V, S, M
Duration: Concentration
, up to 1 minute
Damage Type: Bludgeon
Save: Strength
Conditions: Restrained
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Material Component:
a miniature hand sculpted from clay
Verbal Component:
Creo Terra Manus di Maxima
Classes: Sorcerer, Wizard, Rogue
Domain: Earth, Strength
Tags: Damage
Source: Elemental Evil Player's Companion (page 20)Also found in
Xanathar’s Guide to Everything
View Maximilian's Earthen Grasp Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).