Bane — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Bane is a 1st-level enchantment spell that forces up to three visible creatures within 30 feet to make a Charisma saving throw or subtract 1d4 from their attack rolls and saving throws for up to 1 minute (concentration). It's a reliable debuff for early-game clerics and bards, shining against melee-heavy foes or bosses reliant on saves, but it falls off hard without upcasting due to scaling issues. Veterans love it for turning enemy action economy against them—average -2.5 penalty can swing combats—but skip it past tier 1 unless targeting save-dependent threats.
| Property | Value |
|---|---|
| Level | 1 |
| School | Enchantment |
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V, S, M |
| Material | A drop of blood. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | CHA |
| Classes | Bard, Cleric |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Excellent at 1st level (beats most debuffs), situational at 3rd+ without heavy upcasting. |
| Action Economy | Good |
| Opportunity Cost | Bless (ally buff) or Hex (single DoT/debuff); Bane wins vs groups. |
When worth the slot: Save-heavy bosses (dragons) or melee packs; -1d4 swings 15-20% miss chance.
When NOT worth the slot: High-Cha immunes or when party needs raw damage (Fireball turns better).
Why veterans know this: Multi-target scaling beats single-target debuffs; averages 2.5x3=7.5 penalty at 1st level.
This avoids the mistake of: Newbies cast single-target, wasting upcast potential.
Why veterans know this: One enemy missing 20% attacks > three missing 10%; math wins fights.
This avoids the mistake of: Blanket targeting ignores DPR threats.
Why veterans know this: Maintains conc even if hit; turns enemy swings into your advantage.
Why it's bad: 50%+ fail chance wastes slot and action; enemy ignores for full minute.
Do this instead: Scout saves pre-fight or use Help/Bane upcast for better odds.
Why it's bad: Splits focus, drops both effects mid-fight; double opportunity cost.
Do this instead: Alternate rounds or let martial ally maintain one.
Why it's bad: Must see targets; wastes action economy entirely.
Do this instead: Use Detect Magic/See Invisibility first.
Bane is Good for clerics levels 1-5, excellent vs multiattackers/boss saves with -1d4 penalty. Situational later; upcast for value. Better than Bless vs enemy groups.
Bane debuffs enemies (-1d4 attacks/saves), Bless buffs allies (+1d4). Bane better vs high-AC foes or save bosses; Bless for your low-hit party. Both concentration—pick based on side needing swing.
No, Twinned Spell requires single creature target; Bane hits up to three. Use for multi-debuff instead.
Yes, unless specific undead immune to charm (check statblock like vampires). Most take Cha save normally.
Always prepare for Light/War Domain; core vs melee threats. Swap for Spirit Guardians if AoE needed.
Yes to 3rd level for 5 targets on minion waves; beyond that, Hypnotic Pattern outperforms.
Ends for all targets if concentration drops. Use War Caster feat to maintain.
Citations: api:spells/bane
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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