Sting

2nd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: VS
Duration: (C) 1 minute

When you cast this spell, choose one of the types of stings listed below. The first time you hit with a weapon attack during the spell's duration, the target takes 3d6 poison damage and must make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute and choose one of the effects below. While poisoned in this way, the creature also suffers the chosen effect.
Scorpid Sting. The target is blinded.
Serpent Sting. The target takes 1d6 poison damage at the start of each of its turn.
Viper Sting. The target loses 1d4 mana at the start of its turn.
Wyvern Sting. The target falls unconscious for they take damage.
At the end of each of the affected target's turns, they may make a Constitution saving throw, ending the poisoned condition early on a success. This spell only requires concentration while a creature is affected by the poisoned by this spell, but it ends early if you cast it again or cast another smite spell, such as searing smite or wrathful smite.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd, and each sting improves in other ways for every two slot levels above 2nd:
Scorpid. The creature gets a -1 penalty to all attack rolls.
Serpent. Periodic damage increases by 1d6.
Viper. Mana lost increases by 1d4.
Wyvern. When the creature takes damage, the creature must succeed on a Constitution saving throw or remain unconscious. Every two slot levels above 4th adds an additional attack where this save must be repeated.

Source: Homebrew