Level 6 Necromancy spell available to Bards, Sorcerers, Warlocks, and Wizards. One slot buys ten turns of a free Wisdom-save debuff every turn: make something run in Fear, give it Disadvantage on everything, or put it to sleep. It is a control spell that pays for itself by turn two.
Spell description: Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a Spell Slot.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Concentration spell
- Save: WIS save
- Conditions applied: Panicked, Sickened, or Asleep for 10 turns. While you Concentrate, you can recast Eyebite every turn without a Spell Slot.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Eyebite at higher levels provides no additional benefits.
How to obtain Eyebite
- Bard, Sorcerer, Warlock, Wizard at Class level 11
Source item: Scroll of Eyebite
EYEBITE
Level 6 Necromancy SpellYour eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a Spell Slot.
Eyebite spell variants
You pick the effect on the first cast, and that first cast is the only one that costs a slot. For the next ten turns, as long as you keep Concentration, you get to cast any of the three again every turn for free.
1. Eyebite: Panicked
EYEBITE: PANICKED
Level 6 Necromancy SpellStrike Fear deep into a creature’s heart.
CONDITION: FEARFUL
Condition: Fearful
Disadvantage on Ability Checks and Attack Rolls.- Must run from the source of its fear and cannot take other actions.
- Repeats the Saving Throw at the end of its turn if it is out of sight of the caster.
2. Eyebite: Sickened
EYEBITE: SICKENED
Level 6 Necromancy SpellAfflict a creature with Disadvantage on Attack Rolls and Ability Checks.
CONDITION: EYEBITE: SICKENED
Condition: Eyebite: Sickened
Disadvantage on Attack Rolls and Ability Checks.- Repeats the Saving Throw at the end of each of its turns.
3. Eyebite: Asleep
EYEBITE: ASLEEP
Level 6 Necromancy SpellPut a creature to sleep. The condition ends upon taking damage.
CONDITION: SLEEPING
Condition: Sleeping
- The creature cannot move or act, and automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against it have
Advantage, and hits from within 1.5m are Critical Hits. - Ends when the creature takes damage, is Shoved, gets the Help action, or becomes Wet.
When to cast Eyebite
Cast it at the start of a long fight and then spend every Action on a free recast. Asleep is the strongest option: a Sleeping creature auto-fails Dexterity saves, gets crit by anything in melee, and does nothing until it takes damage. Point your Rogue at it.
Panicked is the answer to a big melee enemy. A Fearful creature runs away from you and cannot attack, and it stays that way until it ends a turn out of your sight. Sickened is the weakest of the three but it never stops being useful against a boss who keeps passing saves.
It is Concentration, and if it breaks the free recasts stop. Stand back, and remember every recast is a fresh Wisdom save on the target, so pick enemies with bad Wisdom or expect a lot of wasted turns.
For a Warlock it is one of the best Mystic Arcanum picks, because Warlocks have very few slots and this only ever costs one.










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