Ray of Enfeeblement
NecromancyA black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.
Spell Details
Player Guide
Ray of Enfeeblement excels against weapon-dependent enemies like fighters, barbarians, and monsters relying on melee damage. Cast it early in combat to reduce incoming damage and force enemies to rely on spellcasting or abilities instead. The spell persists until the target uses an action to make a CON save each turn, creating continuous pressure without concentration. Pair with positioning to keep the weakened enemy away from your allies while they focus fire.
Spell Combos
DM Tips
Enfeeblement affects only weapon attacks, not spell save DCs or unarmed strikes, so casters and monks suffer less. Consider using it against solo boss monsters to reduce action economy advantages, especially if the creature will pass early CON saves.