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Vicious Mockery

Enchantment
Level: Cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Spell Details

School: Enchantment
Level: Cantrip
Ritual: No
Concentration: No
Classes: Bard
B-Tier Vicious Mockery offers reliable damage and battlefield control through disadvantage, making it a solid cantrip choice for spellcasters who need to stay engaged without resource expenditure.

Player Guide

Use Vicious Mockery when enemies are about to attack your allies or when you need to soften incoming damage through disadvantage on their next attack roll. The spell's effectiveness scales with enemy Wisdom saves, so it's most reliable against enemies with low Wisdom but still valuable against anyone when you need the damage mitigation effect. Position yourself where you can see targets safely, and prioritize using it on enemies that would deal the most damage on their next turn, such as high-damage dealers or those with multiple attacks.

DM Tips

Clarify that the target must be able to hear you (deafened creatures are immune) but need not understand your language—the enchantment carries the effect regardless. The disadvantage applies only to the next attack roll before the end of the target's next turn, so if they don't attack, the benefit expires.