Ray of Enfeeblement
2nd-level necromancy · 1d8 roll, average 4.5
4.5 average roll · 1–8
Roll Ray of Enfeeblement
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Spell details
- Level
- 2nd-level
- School
- Necromancy
- Casting time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
- Classes
- Warlock, Wizard
- Save
- Constitution
Ray of Enfeeblement damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 2nd slot | 4.5 | 1–8 |
The odds of 1d8
| Total | Chance |
|---|---|
| 3 or more | 75% |
| 5 or more | 50% |
| 6 or more | 38% |
| 7 or more | 25% |
Rules text
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.