Basically, this Dissonant Whispers was considerably effective. Dissonant Whispers 5e spell is great causing it simply a vocal cast and it’s an action that’s why you’ll roll in the hay at any point. t normally causes some damage.
The enemy has been feared and there was a possibility of attack opportunities. Actually, you whisper a discordant melody which just one creature any of your choices within a variety which ready to you’ll able to hear and also wracking it with terrible pain.
Here the target should make a wisdom saving throw. On a failed save this Dissonant Whispers 5e spell takes 3d6 psychic damage and also must immediately use its reaction and suppose if available and to maneuver as long as its speed allows it far away from you.
Dissonant Whispers 5e
- Casting Time: 1 action
- Range: 50 feet
- Components: V
- Duration: Instantaneous
- Scales: Yes
- Casters: Bard
Name | 1st level | 5th level | 7th level | 9th level |
---|---|---|---|---|
Damage Dice | 3d6 | 7d6 | 9d6 | 11d6 |
Minimum Damage | 3 | 7 | 9 | 11 |
Average Damage | 9.5 | 21.5 | 27.5 | 33.5 |
Maximum Damage | 18 | 42 | 54 | 66 |
Of course, the creature doesn’t enter the obviously dangerous ground, sort of a fire or sort of a pit. On a successful save, the target will take half the maximum amount of damage and in fact, it doesn’t need to move away. But a deafened creature automatically succeeds in the save.
Whenever you cast this by using the spell slot of the 2nd level or higher and therefore the damage will increase by 1d6 for every and each slot above the first level.
You whisper a discordant melody that just one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to maneuver as far as its speed allows faraway from you. The creature doesn’t enter obviously dangerous ground, like a fireplace or a pit. On a successful save, the target takes half the maximum amount of damage and doesn’t need to move away. A deafened creature automatically succeeds in the save.
1st level, Enchantment, Damage, Control, Psychic
- Spell Name; Dissonant Whispers
- Level: Bard (1). Great Old One (1)
- Materials Required: None
- Number of Targets: One
- Die Type: d6
- Number of Dice: 3 (increased by 1 for each spell slot level above 1st)
- Status Duration: Instantaneous
- Statuses Inflicted: Target must use a reaction to move as far away from the caster as movement will allow
- Affected By Cover: No
- Advantage: None
- Disadvantage: None
- Damage Type: Psychic
- Save: Wisdom
- Damage On Successful Save: Half
The caster would whisper a cacophonous sound that only the target could hear. It caused damage to the target and, if they couldn’t resist the spell, they had to maneuver faraway from the caster. If the target did resist the spell, then they only took half the damage and did not have to retreat. If the spell was cast with a better spell level, then the spell caused more damage to the target.
Dissonant whispers were an enchantment spell that created a cacophonous whisper that damaged a target and will make it run away. As you’ll see within the text, unless the precise creature is deaf, or deafened by a spell or effect, then the spell affects the creature by causing psychic damage and forcing the creature to maneuver on a failed saving throw.
If that’s what you were wondering then worry not. As is often seen within the spell description what the caster is whispering is not any words in the least, it’s a melody (specifically a discordant melody) and as someone who often listens to music in languages that I don’t understand let me assure you you you you you that melody isn’t language-dependent.
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