Ray of Enfeeblement

2nd-level necromancy · 1d8 roll, average 4.5

4.5 average roll · 1–8

Roll Ray of Enfeeblement

Press a roll button. The dice land here.

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 atDiceAverageRange
2nd slot4.51–8

The odds of 1d8

1: 12.50%2: 12.50%3: 12.50%4: 12.50%5: 12.50%6: 12.50%7: 12.50%8: 12.50%
1chance of each total for 1d88
TotalChance
3 or more75%
5 or more50%
6 or more38%
7 or more25%

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.