Eyebite spell icon: a pair of baleful eyes
Icon by Skoll, CC BY 3.0

Eyebite 5e spell

6th-level necromancy (concentration) · 2024 version below

Casting time
1 action
Range
Self
Components
V, S
Duration
Concentration, Up to 1 minute
School
Necromancy
Level
6
Saving throw
Wisdom

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Classes that can cast Eyebite

ClassFirst availableSpellcasting ability
Bard spells11th character levelCharisma
Sorcerer spells11th character levelCharisma
Warlock spells11th character levelCharisma
Wizard spells11th character levelIntelligence

Eyebite in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.

Casting time
Action
Range
Self
Components
V, S
Duration
Concentration, up to 1 minute
School
Necromancy
Level
6
Classes
Bard, Sorcerer, Warlock, Wizard
Tags
concentration

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.

Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.

Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends. Sickened. The target has the Poisoned condition.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 6th-level necromancy spells

Browse: all 6th-level spells · necromancy spells · concentration spells