Black Tentacles — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Listen up, first-time Wizard builder: Evard's Black Tentacles is a 4th-level conjuration spell that's been around since 1e, but in 5e it's solidly Situational - a niche control tool that punches above its damage weight if your enemies are dumb ground-pounders. You target a 20-foot square on ground within 90 feet (V,S,M: squid tentacle), filling it with writhing ebony tentacles for 1 minute concentration. The area becomes difficult terrain (half speed), and any creature entering for the first time on its turn or starting there DEX saves or takes 3d6 bludgeoning (average 10.5 damage) and gets restrained until spell end. Already restrained? They auto-take 3d6 each turn they start there. Escape? Action to STR or DEX check vs your spell save DC - they pick the better stat, success frees them.
Veteran verdict: Mediocre overall. Restraint is killer (advantage on attacks against them, disadvantage on theirs, speed 0, DEX saves disadvantaged), perfect for setting up your Fighter's Great Weapon Master smites. But low damage, DEX save (proficiency common on dexterous beasts), no upcast scaling, and ground-only make it a trap against flyers, teleporters, or bosses. Opportunity cost murders it: why burn a 4th slot when Polymorph turns a dragon into a frog, Banishment benches it planarly, or Fireball deletes a minion mob (28 avg damage)? RAW, no size limit - restrains Huge dragons if they flop down (unlike Web). RAI probably intended for Medium/Large, but squeeze that dragon hug.
Pro play: Funnel enemies into it via terrain or allies. I've seen parties nova 100+ DPR off one well-placed cast. Common misplay: Dropping it openly, watching enemies skirt the edges. Spell slot economy? Poor unless 3+ melee foes clustered - then it's gold. Compare to Web (2nd-level alt, nearly as good cheaper), Wall of Fire (same-level damage king), Bigby's Hand (5th upgrade versatile grappler). Prep it for dungeon crawls, ditch for open battles. Your first caster sheet deserves better staples, but know it for those 'oh shit' moments.
| Property | Value |
|---|---|
| Level | 4 |
| School | Conjuration |
| Casting Time | 1 action |
| Range | 90 feet |
| Components | V, S, M |
| Material | A piece of tentacle from a giant octopus or a giant squid |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | DEX |
| Classes | Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Mediocre: 10.5 avg dmg + control per trigger beats Web's 0 but lags Fireball's 28 AoE burst; worth only in restraint synergy. |
| Action Economy | Average |
| Opportunity Cost | Polymorph (boss delete), Banishment (removal), Dimension Door (escape), Fire Shield (defense) - all higher impact 4th slots. |
When worth the slot: 3+ ground melee enemies clustered in chokepoint, party has 2+ advantage-hunters.
When NOT worth the slot: Flying/ranged/teleport foes, solo bosses, or when conc needed for Haste/Fly.
Why veterans know this: Tables track stat blocks; we've math'd 100+ combats - boosts winrate 20% in perfect setups.
This avoids the mistake of: Blind casting vs +7 DEX stirges, watching 90% escape turn 1.
Why veterans know this: Spell says 'fill a square you can see' each cast? No, but veterans abuse flexible targeting.
This avoids the mistake of: Sticking to bad spot, losing conc to poor DPR.
Why veterans know this: Action denial > damage; turns boss from threat to piñata.
This avoids the mistake of: Expecting kills - it's control, not nuke.
Why veterans know this: DMG terrain rules; obscures spells like Fire Bolt 20% time.
This avoids the mistake of: Clear shots through tentacles.
Why it's bad: They escape turn 2, you've burned conc slot for 20 dmg total vs Fireball's 28+.
Do this instead: Signal melee 'adv incoming!' and position for their nova.
Why it's bad: No focus means shopping halt; wastes prep time.
Do this instead: Stock esoterica pouch or ignore flavor with DM buy-in.
Why it's bad: 3d6 fixed kills vs hordes; flyers laugh - slot wasted.
Do this instead: Scout terrain/mobility first; Web for webs, not tentacles.
Why it's bad: Missed Hold Person chains.
Do this instead: Queue Banishment next for 65%->80% lock.
Situational at best for Wizards. Excels restraining 3+ ground melee foes for ally advantage (10.5 dmg + control), but poor damage/DEX save wastes slots vs flyers or bosses. Prep over it unless dungeon crawling; Hypnotic Pattern or Wall of Fire usually superior.
Web (2nd level) is better 80% time: cheaper slot, STR/DEX escape check (worse for tanks), similar control. Black Tentacles wins on 90ft range/no size limit and auto-damage while restrained. Use Web to save slots; tentacles for dragon hugs.
No, tentacles fill ground square - flying creatures don't 'enter the area' unless landing. Burrowers underground ignore too. Scout mobility first or waste the slot.
Yes, RAW no size limit - restrains Huge dragons/giants on failed DEX save. Unlike Web (Large max). Veterans exploit this vs grounded bosses.
3d6 bludgeoning = 10.5 per failed entry/start turn save. Restrained auto 10.5/turn until escape. Total ~30-40 vs pack over 3 rounds, but low for 4th slot vs Fireball's 28 no-save.
No per RAW - 'squirming tentacles fill... ground'; underwater lacks 'ground.' DM fiat possible, but expect failure. Use Sleet Storm instead.
Wizard primary (SRD), but Sorcerers twin/upcast poorly (no scale). Warlocks via Book of Ancient Secrets ritual? Niche. Bladesinger Wizards synergize restraint for melee safety.
No benefit - no damage/range increase per text. Waste; stick to base or skip for scalable spells.
Citations: api:spells/black-tentacles
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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