Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

This time, we're going to get funky!

- Caspar, legendary bard

 

You force a creature within range to succumb to the irresistible urge to dance a specific dance move as you direct it. The creature must succeed on a wisdom saving throw against your spell save DC or be forced to dance. The creature can repeat this save on the end of each of its turns. Creatures that can't be charmed are immune to this spell, and the target must be able to understand the language you're speaking. You determine the dance move by rolling a d20, and you can use your action to issue a new dance command on each of your turns. The spell ends early if you use your action to do anything else, or if you lose concentration. 

You shout out one of the following commands, which the targeted creature obeys at the start of its turn. Each effect ends at the end of the target's turn:

  • 1-2: Clap Your Hands. The target is forced to clap its hands during its turn. It cannot use its hands to attack or for somatic components. 
  • 3:  Slide to the Left: The target is forced to slide ten feet to the left. 
  • 4: Slide to the Right: The target is forced to slide ten feet to the right. 
  • 5-6: Take it Back Now, Y'all: The target is forced to step back ten feet.
  • 7: Right Foot Let's Stomp: The target rhytmically stomps it's right foot as a bonus action. 
  • 8: Left Foot Let's Stomp: The target rhytmically stomps it's left foot as a bonus action. 
  • 9-10: Cha Cha Real Smooth: The target uses all it's movement to dance a smooth cha cha this.
  • 11-12: Hands On Your Knees: The target places it's hands on it's knees and has to keep them there for its turn. It cannot use its hands to attack or for a somatic components, and it makes any other attacks with disadvantage. 
  • 13: One Hop This Time: The target hops once in place as a reaction. 
  • 14: Two Hops This Time: The target hops twice in place, using both its reaction and bonus action. 
  • 15: Criss Cross: The target uses half its movement to criss-cross. 
  • 16: Freeze: The target freezes in place and is stunned for one turn. 
  • 17: How Low Can You Go: The target goes down low, bending over backwards until it is prone on the ground. This uses all its movement. 
  • 18: Reverse: When the target makes an attack or targets a creature with a harmful effect on its turn, it has to make a save using it's attack ability (i.e. Strength for a greatsword, Intelligence for a wizard's fireball) against your spell save DC. On a failed save, the damage of the attack redirects to the target. 
  • 19: Charlie Brown: The spell has no effect for this round, as the target is confused by what this command entails.
  • 20: It's Time to Get Funky: The creature is incapacitated for one round, as it uses everything it has to get funky. After it has gotten funky, the spell ends. 

 

At higher levels: When you cast this spell using a 5th level spell slot or higher, you can target one additional creature per spell level. 

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

jibjaneen

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