Blood Lure
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.
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.
Classes
slugblood-lure
higher_level
page
range10 feet
target_range_sort10
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
materiala container or pool of blood
can_be_cast_as_ritualNo
duration1 minute
requires_concentrationNo
casting_time1 action
level_int2
spell_level2
schoolenchantment
dnd_classCleric, Sorcerer, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/