Enchantment cantrip
STANDARD
Casting Time 1 action
Range 60 feet
Components V
Duration 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).
Spell Variants & Exotic Components – level 0
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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