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Sabotage

Class(es)
Casting Time
Range
Target
One nonmagical, artificial object (or part of one) of Large size or smaller.
Components:
a wrench or a wooden shoe
Duration:
Instantaneous
Saving Throw
Dexterity negates (special)

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.

Cast at Higher Levels

Increase the damage dealt by 1d8 and the delay time by 1 hour for each spell slot level above 2nd.

Rare Versions

Dryvel’s Subtle Sabotage. Creatures have disadvantage on Investigation checks made to determine if an object has been compromised by this spell.