15 lines
1.0 KiB
Markdown
15 lines
1.0 KiB
Markdown
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# Blood Lure
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- **Level**: 2 enchantment
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- **Classes**: Cleric, Sorcerer, Wizard
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- **Casting Time**: 1 action
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- **Range**: 10 feet
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- **Components**: V, S, M (a container or pool of blood)
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- **Duration**: 1 minute
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- **Source**: Deep Magic 5e
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You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.
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Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.
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