You summon a vengeful spirit to harry a creature you can see within range. The creature makes a Charisma saving throw. If it has killed a humanoid in the past 7 days, it has disadvantage on the initial saving throw.
On a failed save, the target takes 2d8 psychic damage and the vengeful spirit appears, lingering near the creature for the duration. While the spirit remains, the target’s speed is halved and at the start of each of its turns it must make a Wisdom saving throw. On a failed save, it is frightened of the spirit until the start of its next turn. While frightened in this way, its movement speed is 0, and it can always see the source of its fear.
If it succeeds its Wisdom saving throw three times, or if it is targeted by an effect that cures the frightened condition, the spell ends.
If a revenant has sworn revenge on the creature, this spell has a different effect. If the creature fails its initial Charisma saving throw, the revenant will appear in an unoccupied space within range. It rolls its own initiative and acts on its own accord. It will recognize that you have helped it get closer to its target, and so will remain indifferent towards you and your allies as long as you don’t stand in its way. When the spell ends, the revenant can make a Charisma saving throw. On a successful save, it remains where it is. On a failed save, it teleports back to where it was before this spell was cast.
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