With a flick of your hand, you silently pass on a wave of deadly poison magic to a creature.
Upon successfully passing on the poison, you can choose a duration of 1 Minute, 1 Hour, or 1 Day, after which the poison takes effect. The creature must then make a DC 16 Constitution saving throw. If it fails, it takes 5d6 poison damage, is knocked prone, and becomes poisoned for an hour. If it succeeds, it takes half damage and does not become prone or poisoned. It then knows it was poisoned, but not by who, regardless of the outcome.
If the creature can see you when you cast this spell, you must make a Dexterity (Sleight of Hand) check against the creature's Wisdom (Perception). The creature has advantage on this check if you are in combat against it. If you fail your Sleight of Hand and the creature spots you, it knows it was poisoned by you and gains advantage on its saving throw to resist being poisoned. If it cannot see you whatsoever while casting this, it has disadvantage on its saving throw.
Comments