Sapping Sting 5E Spell

Hello spellcasters of all shapes and sizes! Welcome to the 46th episode of our cantrip series. Today we’re gonna be covering a very new, very cool, very sleek and very stylish cantrip. Today we’re gonna be talking about sapping sting 5e spell man that is a tongue twister.

It is usable by the chronurgy and the graviturgy wizards and it is found in the explorer’s guide to wildemount. Now this is a relatively new extension on the 5e game universe basically it’s the time and the gravity wizard. Very cool stuff, very cool neat and i’m looking forward to playing them in the future. So if you haven’t checked them out i strongly suggest that you do so. Now let’s take a look at its mechanics.


  • Level: Cantrip
  • Damage: 1st:1d4, 5th:2d4, 11th:3d4, 17th:4d4
  • Casting Time: 1 Action
  • Range/Area: 30 ft
  • Components: V, S
  • Duration: Instantaneous
  • School: Necromancy
  • Attack/Save: CON Save
  • Damage/Effect: Necrotic

So like most cantrips its damage scales based off of character level. So at first level you deal 1d4, fifth level 2d4, at 11th level 3d4 and at 17th level you reach the cap of 4d4. Which isn’t the most damaged but its effect that’s really killer here. Its effect on a failed save, a creature falls prone. Which is insanely good for a cantrip.

It’s cast time is one action, it’s range is a fairly measly 30 feet. Its duration is instantaneous and its saving throw is constitution which is awesome. Its components are verbal and somatic meaning you have to speak forth an incantation and gesture with one hand. Its school is necromancy and its damage type is necrotic which is fairly interesting and of itself. Now let’s take a look at its full description here.


You need to sap the vitality of a creature that you can see in a range. The target should be succeeded on a constitution saving throw or else take a 1d4 necrotic damage and fall prone.

This spell’s damage normally increases by 1d4 like whenever you reach at 5th level(2d4), at 11th level(3d4) and finally at 17th level(4d4).

Now if you’re unfamiliar with the prone condition, a prone creatures only a movement option is to crawl which basically means they take up twice their movement speed unless it stands up which takes half their total movement speed and then in that condition ends.

The creature also has disadvantage on attack rolls against the creature have advantage if the attacker is within 5 feet otherwise the attack rolls of disadvantage. So needless to say this is pretty dang cool. I think this is a great spell in so many different ways, now let’s get into some alternative uses and talk about them.

Alternative Uses

So i think the best way to use this spell and this is especially valid if you go with the chronurgy wizard. Reason being is as they level up to actually get to add their intelligence modifier to their initiative rolls and if you do that then this is a great way for you to set up for future plans.

Outside of that, i think this would be an excellent intimidation tactic just through virtue that you’re able to drop this guy who’s running away from you and then later interrogate them. I think it’s a great idea and ultimately i think it’s just really cool to think about.


That being said guys! If you can come up with any alternative uses, any cool stories, any thoughts, ideas or any questions please put them down in the comment section beneath. I’m always curious to see what you guys have to say. That being said, i hope you all have a wonderful day and as always happy casting everyone.

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