Skip to main content

Bane

Enchantment
Level: 1st-level
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A drop of blood.

Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Concentration

Spell Details

School: Enchantment
Level: 1
Ritual: No
Concentration: Yes
Classes: Bard, Cleric, Paladin
B-Tier Bane is a solid control spell that weakens enemy accuracy and saves, but requires failed saves and concentration, limiting its impact compared to damage-dealing alternatives.

Player Guide

Cast Bane on high-damage dealers or enemies relying on saving throws to prevent their success. Prioritize targets that haven't acted yet in the round to maximize the spell's effectiveness before they roll. The d4 penalty is modest but compounds over multiple rounds, especially against enemies making multiple attack rolls or saving throws. Use this spell when you need to protect allies from burst damage or control a battlefield where enemy accuracy matters more than raw damage output.

DM Tips

Remember that Bane affects only three creatures and requires individual failed saves—it's not an area effect. Clarify with players whether the d4 penalty applies after the roll is made (subtract from total) or before (as a modification to the die), though the spell text indicates it's subtracted from the final result.

Related Spells