You can rob a creature of an inherent ability and give that ability to an ally. Make a melee spell attack against a creature within reach. On a hit, choose one ability score. For the duration, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target deals only half damage with weapon attacks (whether they involved the chosen ability score or not), and has disadvantage on attack rolls.
When you cast this spell, choose another willing creature within 30 feet. For the duration, that creature gains advantage on all ability checks and saving throws with the ability score you chose. In addition, that creature gains 25 temporary hit points.
At the end of each of the first target's turns, it can make a saving throw against the spell. If you chose Strength, Dexterity, or Constitution, it makes a Wisdom saving throw. If you chose Intelligence, Wisdom, or Charisma, it makes a Constitution saving throw. On a successful save, the spell ends.







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