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Mechanical Claw Deployer in Dungeons & Dragons 5e

Mechanical Claw Deployer

6-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic, Material
Materials: A generic battery, which is consumed totally (no empty battery left)
Duration: Concentration, Concentration: Up to 1 minute
Designate a target location for the deployment of a large mechanical claw. The device will fly to that location and deploy the claw, which will unfurl into a huge claw structure, taking up a 400-square-foot area. All creatures within the area of the mechanical claw at the start of their turn must make a STR saving throw. Upon a failure, the creature takes 4d8 force damage and they are knocked prone. Upon a success, they take half damage and remain standing.   On your turn, you may use a bonus action to direct the mechanical claw to move to another location 30 feet from its current location. It must still be within the range of the device controlling it. If you move the mechanical claw into the space of another creature, it must immediately make the STR saving throw and take damage as normal.
At higher levels: When supercharged for each gadget slot above sixth, the damage is increased by 1d8.
Available for: Internal Security Agent

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