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Dull the Watch

Enchantment Cantrip

by Wren Ashcroft

Dull the Watch

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 round

Save: Wisdom save (negated on a success)

Description

A sentry's mind is mostly waiting, and waiting is easy to nudge.

Choose one creature within range that you can see and that either can't see you or doesn't regard you as a threat. The target must succeed on a Wisdom saving throw or its attention drifts until the start of your next turn, and it makes no active effort to watch its surroundings. Until the effect ends, the first ability check you or an ally makes to move past the target unseen, to take something within its view, or to otherwise act unnoticed in its presence is made with advantage.

The target isn't charmed, blinded, or deafened, and it still notices anything obvious: a shout, a drawn weapon, a door thrown open. The effect ends early if the target takes damage or sees a creature act openly hostile. A target that succeeds on its saving throw becomes suspicious instead, knowing something tugged at its attention but not what or from where.

Creatures immune to being charmed, and creatures with an Intelligence of 3 or lower, are unaffected.

This spell's effect improves when you reach higher levels. You can target two creatures at 5th level, three at 11th level, and four at 17th level. The creatures must be within 30 feet of each other.

Spell List

Bard, Sorcerer, Warlock, Wizard

control · social · utility