Spell Description
For the spell's duration, your eyes become an inky void imbued with dread power. When you cast this spell, and then as an action on each of your turns, a creature of your choice within 60 feet of you that you can see must succeed on a Constitution saving throw or become fatigued for the duration. You cannot target a creature again if it has already succeeded on a Constitution saving saving throw against this casting of eyebite. When you cast this spell or use an action to target a creature, the target also suffers on of the following additional effects (your choice) on a failed a saving throw:
Asleep. The target falls unconscious. The unconscious condition ends if it takes any damage or if another creature uses its action to shake the sleeper awake.
Hazy. The target is confused and dazed until it rolls 9 or 10 on the d10 for the confused condition to act normally.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, the frightened condition ends.
Sickened. The target is poisoned, diseased, and weakened until the end of its next turn.
At the end of each of its turns, the target can make another Constitution saving throw. If it succeeds, the effect ends. A creature that is already fatigued by eyebite has disadvantage any saving throws against subsequent uses of eyebite on that creature for the duration (e.g. if you attempt to put a creature back to sleep that has been awakened).
Eyebite
6th level, primal (necromancy)
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Casting Time
1 action
Duration
1 minute (concentration)
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Range
Self
Components
V,S
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