Infestation 5e (5th Edition) Spell for D&D Spells

You cause a cloud of mites, fleas, and other parasites to seem momentarily on one creature you’ll see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is a minimum of 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. The spell’s damage increases by 1d6 once you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Infestation 5e


Infestation 5E

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Druid, Eldritch Knight, Sorcerer, Warlock, Wizard

You have a plus on an attack roll against a creature if a minimum of one among your allies is within 5 feet of the creature and therefore the ally isn’t incapacitated. Moving someone 5 feet doesn’t appear to be much, especially since it doesn’t spend their movement, provokes opportunity attacks, and will actually move the target closer to the caster, but if the target’s entire purpose is to carry an edge then it might be pretty handy.

Your patron revels in suffering. They take hold of nations and even continents through the shape of sickness and diseased creatures. As a conduit for your patron, it is your job to bring plagues and hordes of revolting creatures to all or any in your path. Your patron has bestowed upon you a couple of spells that plague the planet with creatures and illness.

Beginning at 1st level, you learn the Infestation cantrip if you don’t already realize it. Additionally, you gain proficiency in Intimidation and double your proficiency bonus when making checks with it. Beginning at the  6th level, you’ll cast Spider hop on yourself without requiring material components or a spell slot. you want to complete a brief or long rest before you’ll use this benefit again. Additionally, once you make a running jump, the space you cover increases by a variety of feet adequate to your Charisma modifier

  • -At the 14th level, the Infestation has suffused itself together with your very being. Granting you numerous benefits.
  • -Any spell you cast that deals acid, necrotic, or poison damage adds your Charisma modifier to its damage rolls.
  • -To a variety of creatures, you’re permanently suffering from the Sanctuary spell. (These creatures include all Bats, Centipedes, Insects, Scorpions, Spiders, and Rats.)

Moving someone 5 feet doesn’t appear to be much, especially since it doesn’t spend their movement, provokes opportunity attacks, and will actually move the target closer to the caster, but if the target’s entire purpose is to carry an edge then it might be pretty handy.

At the 10th level, you gain immunity to all or any diseases and poison. Additionally, any melee weapon attack or spell that deals damage with a variety of touches deals a further 1d6 poison damage to the target. This damage increases to 2d6 at the 16th level. once you cast the Infestation cantrip, you’ll affect a variety of creatures adequate to your Charisma modifier. Each creature who fails their saving throw becomes suffering from the poisoned condition for one minute also. The creature(s) affected can plan to make a Constitution saving throw at the start of every one of their turns, ending the effect early with a successful save.

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