Blood Lure

2nd-level Enchantment   Casting time: 1 action   Range: 10 ft.   Target: any open liquid that contains at least a quart of blood   Components: V, S, M (blood pool)   Duration: 1 minute   Classes: Cleric, Sorcerer, Wizard   Subclasses:  
You point at any open liquid (a jar, a bowl, even a puddle) that contains at least a quart of blood. It flashes momentarily with sparkling light before regaining its former hue. Predators and creatures that feed on blood, including undead such as vampires, within 60 feet must make Charisma saving throws. Creatures with Keen Smell or any similar scent boosting ability have disadvantage on the saving throw, while undead that feed on blood have advantage on the saving throw. Those that fail are drawn toward the blood and must move toward it unless impeded.   Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood present. A successful attack against an affected creature ends teh effect, as does the complete consumption of the blood, which requires just 1 action by an affected creature.    

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