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Bewitching Blast in Dungeons & Dragons 5e

Bewitching Blast

Prerequisite
eldritch blast cantrip
Description
As a bonus action, you instill confusion and mayhem into your eldritch blast. The next time you cast eldritch blast, each of its attacks deal psychic damage instead of force damage. Choose one creature hit by these attacks to make a Wisdom saving throw. On a failure, the creature is confused for up to 1 minute. A creature that is immune to the charmed condition is immune to this effect.
A confused creature cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
  At the end of a confused creature’s turn, it can make another Wisdom saving throw. On a success, this effect ends.
You lose the benefits of this eldritch invocation if you use a different eldritch invocation that changes the damage type of your eldritch blast before you cast the cantrip

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