Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
None
Damage/Effect

You twist fate around a creature, saturating it with misfortune and unstable probability.

One creature you can see within range must make a Wisdom saving throw. On a failed save, it becomes cursed with black luck for the duration.

While cursed, the target suffers one effect each turn (your choice when the curse is applied, not each turn): The first attack roll it makes each turn has disadvantage. The first saving throw it makes each turn has disadvantage. The first ability check it makes each turn is treated as if it rolled a natural 1 on a d20 result of 10 or lower (it still adds modifiers).

Once per turn, when the cursed creature rolls a natural 1 or misses an attack, you can choose one creature within 30 feet of it to gain advantage on its next attack roll or ability check before the end of its next turn. On a successful saving throw, the creature is unaffected.

Cantrip Scaling:
5th level: You can affect two creatures
11th level: The curse applies to two effects each turn instead of one.
17th level: The first roll affected each turn is treated as disadvantage even if it is not the same type of roll (attack, save, or check)

* - (A cracked coin or broken die)

Available For: Sorcerer Wizard

Turd_mouth09

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