Enchantment Level 1
STANDARD
Casting Time 1 bonus action
Range 30 feet
Components V
Duration Concentration, up to 1 minute
You attempt to compel a creature into a dueI. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Spell Variants & Exotic Components – level 1
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 bonus action
Range 30 feet
Components V, M
Duration Concentration, up to 1 minute
You attempt to compel a creature into a dueI. One creature that you can see within range must make a Wisdom saving throw with disadvantage. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw with disadvantage each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Components. A melee weapon with the family’s name carved into the metal that is at least 100 years old (not consumed).
SPELL VARIANT #2
Casting Time 1 bonus action
Range 30 feet
Components V, M
Duration Concentration, up to 1 minute
You attempt to compel a creature into a dueI. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. In addition, you have advantage on all melee attacks against the target.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Components. The melee weapon of Death Knight (not consumed).