Popis
Target: A creature you can see within range.
You attempt to psychically cloud the mind of a creature. The creature you target must make a Wisdom saving throw. A creature takes 2d6 psychic damage and has disadvantage on all attacks and ability checks it makes until the end of it's next turn on a failed save. On a successful save the target only takes half damage and does not suffer disadvantage. A creature immune to being charmed automatically succeeds on its save.
School of the Griffin bonus: You now deal full psychic damage even if the creature succeeds on its saving throw. If the target fails the save, it is stunned until the end of its next turn.