Nexus Weapon (5e Spell)
From D&D Wiki
|Casting time:||1 bonus action|
|Duration:||concentration, up to 1 hour|
You imbue a weapon you touch with psychic power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d6 psychic damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. Once per turn, when you hit a creature with an attack using the weapon, you can attempt to stagger the creature. When you do so, the creature must succeed on a Wisdom saving throw, or it can't take reactions or bonus actions until the end of its next turn.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of disruptive energy. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage, and it is discombobulated for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. On a successful save, a creature takes half as much damage and isn’t discombobulated. At the end of each of its turns, a discombobulated creature can make a Wisdom saving throw, ending the effect on itself on a success.