Wardaway

A
Damage

Wardaway is a Damage spell. Damage spells focus on dealing harm to enemies.

See all Damage spells →
spell that rattles one foe, slowing its movement and blunting its next turn with
battlefield control

Wardaway is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

See all Battlefield Shaping spells →
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2024 Rules

Level & School
1st-level abjuration
Casting Time
Action
Range
60 feet
Components
V, S, M (a miniature clay hand)
Duration
Instantaneous
Classes
Bard, Cleric, Paladin, Wizard

You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.

On a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1.

Wardaway 5.5e 2024 vs. 5e 2014 edition differences

Wardaway is a new spell for the 2024 edition.

Wardaway popularity

Wardaway is a seldom chosen level 1 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Wardaway

  • Dissonant Whispers 1st-level enchantment

    A 1st‑level single‑target spell that deals immediate damage and creates a disruptive battlefield effect on the target's next turn, making it tactically similar.

  • Ray of Sickness 1st-level necromancy

    It uses a Constitution save for a single‑target damage effect at 1st level, mirroring the defensive test and direct harm of the target spell.

  • Chromatic Orb 1st-level evocation

    A 1st‑level ranged spell that focuses on dealing single‑target damage from similar class lists, serving a comparable offensive role.

  • Vicious Mockery Enchantment cantrip

    Though a cantrip, it’s a bard single‑target attack that pairs damage with a tactical debuff that affects the target’s next turn, offering a similar play pattern.

  • Command 1st-level enchantment

    It restricts what a single target can do on its next turn, matching the warding spell’s goal of shaping an enemy’s immediate options even without direct damage.