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Bane vs Bless

Opposite halves of the saving throw / attack-roll seesaw.

Bane

Level
1
School
Enchantment
Casting Time
Action
Range
30 feet
Components
V, S, M
Duration
up to 1 Minute
Concentration
Yes
Ritual
No
Classes
Bard, Cleric, Warlock

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

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Bless

Level
1
School
Enchantment
Casting Time
Action
Range
30 feet
Components
V, S, M
Duration
up to 1 Minute
Concentration
Yes
Ritual
No
Classes
Cleric, Paladin

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Full entry →

Which one should you pick?

  • Pick Bane: Pick Bless to add 1d4 to your team's attacks and saves (must succeed on Cha save to resist? — no, no save).
  • Pick Bless: Pick Bane to subtract 1d4 from enemy attacks and saves (Charisma save to resist).
  • Tiebreaker: Bless is strictly better when your party is on the offence; Bane wins when the boss is the only target.

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