Mind Sliver

cantrip, Enchantment

  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take dice:1d6|noform|noparens|avg (1d6) Psychic damage and subtract dice:1d4|noform|noparens|avg (1d4) from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by dice:1d6|noform|noparens|avg (1d6) when you reach levels 5 (dice:2d6|noform|noparens|avg (2d6)), 11 (dice:3d6|noform|noparens|avg (3d6)), and 17 (dice:4d6|noform|noparens|avg (4d6)).

Classes: Bard (College of Lore); Cleric (Arcana Domain); Fighter (Eldritch Knight); Rogue (Arcane Trickster); Sorcerer (Aberrant Sorcery); Sorcerer; Warlock; Wizard

Source: Player’s Handbook (2024) p. 298