Sabotage
You sabotage the integrity of an object. If the object is wielded or carried by a creature, the bearer makes the saving throw . On a failure, make a melee spell attack against the target, dealing 4d8 force damage on a hit.
As part of the casting of the spell, you may choose to delay dealing the damage up to 1 hour until a specific condition is met. The condition must be describable in terms of physical forces acting on the object. Examples include:
- Until the target is dealt damage, either in general or of a specified type and/or amount.
- Until the target moves or is moved more than a certain number of feet in a round.
- Until a specified action is taken with the object, such as when a crossbow fires or when a rope bears more than a certain amount of weight.
If the condition is not met within 1 hour, the effect ends harmlessly. A suspicious creature may make an Investigation check against your spell save DC to notice that the object is compromised. On a success of 5 or more, they also learn the trigger for the sabotage.
Increase the damage dealt by 1d8 and the delay time by 1 hour for each spell slot level above 2nd.
Dryvel’s Subtle Sabotage. Creatures have disadvantage on Investigation checks made to determine if an object has been compromised by this spell.