Evard's Black Tentacles

A
Control

Evard's Black Tentacles is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that blankets an area in
battlefield control

Evard's Black Tentacles is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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,
pinning
multiple creatures

Evard's Black Tentacles is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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with a
save-or-suck

Evard's Black Tentacles is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

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hold.

2024 Rules

Level & School
4th-level conjuration
Casting Time
Action
Range
90 feet
Components
V, S, M (a tentacle)
Duration
Concentration, up to 1 minute
Classes
Wizard

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.

Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.

A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.

2014 Rules

Level & School
4th-level conjuration
Casting Time
Action
Range
90 feet
Components
V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration
Concentration, 1 minute
Classes
Wizard

Squirming, 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.

Evard's Black Tentacles 5.5e 2024 vs. 5e 2014 edition differences

It now uses Strength saves instead of Dexterity saves, and creatures only take the damage when they fail that save. The spell also no longer gives the extra damage to a creature that’s already restrained at the start of its turn. Escaping now requires an action and a Strength (Athletics) check only.

Spells similar to Evard's Black Tentacles

  • Web 2nd-level conjuration

    It creates a zone that restrains or impedes multiple creatures, uses concentration, and is a classic area-denial tool a wizard would pick for battlefield control.

  • Entangle 1st-level conjuration

    Like the target, it turns ground into difficult terrain and can restrain groups who fail a save, making it a low-level area-control analogue.

  • Grease 1st-level conjuration

    Grease reshapes the battlefield by creating a hazardous patch that trips or impedes multiple foes, serving a similar tactical role at a lower level.

  • Spike Growth 2nd-level transmutation

    This spell alters terrain to punish movement with repeated damage and control positioning, functioning as another persistent area-denial option.

  • Hunger of Hadar 3rd-level conjuration

    It fills an area with damaging, hard-to-enter effects that reshape how enemies move and fight, offering sustained multi-target suppression.