Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
1
School
Enchantment
Attack/Save
None
Damage/Effect

Enchantment Cantrip

Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Until the start of your next turn
Classes: Bard, Blood Hunter, Cleric, Druid, Sorcerer, Warlock, Wizard

You unleash a wave of chaotic magical energy that disrupts the thoughts, instincts, and coordination of nearby enemies.

When you cast this spell, roll 1d6 to determine how many hostile creatures you can target within range. You must be able to see each target.

Chaotic Targeting: On a roll of 1–5, you can target up to that number of hostile creatures. On a roll of 6, you target every hostile creature you can see within 30 feet, regardless of number.

Each targeted creature must make an Intelligence saving throw against your spell save DC.

Failed Save: The creature has Disadvantage on all attack rolls until the start of your next turn.

Successful Save: The creature is unaffected.

Mental Exertion: You cannot cast this spell if you have already taken a Bonus Action during your current turn. After casting this spell, you cannot take Bonus Actions for the remainder of that turn.

This spell deals no damage, requires no Concentration, and does not grant creatures resistance or immunity against subsequent castings.

Cantrip Scaling: The targeting die remains 1d6 regardless of character level.

Available For: Bard Cleric Druid Sorcerer Warlock Wizard Blood Hunter - Order of the Profane Soul (INT) Blood Hunter - Order of the Profane Soul (WIS)

JonDavisHades

Comments

Posts Quoted:
Reply
Clear All Quotes