Blood Command | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Blood Command

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: Somatic
Duration: Concentration, up to 1 minute
You reach out and attempt to assert control over a creature’s blood (or some similar life essence). If you succeed you are able to force the creature to move according to your desires. This spell does not affect Constructs, Elementals or Undead. The target creature must make a Constitution saving throw, on a failure you take control of their movement. At the beginning of the creature's turn, you may expend your Reaction to attempt to make it move as you want. You choose the direction and amount of movement (up to their speed). If there is anything within reach that could reasonably stop them moving (such as a door frame), the creature may choose to use their action to attempt to hold on. In this case there is a contested skill check, the casters spell casting ability against the target's Strength (Athletics). If the target matches or exceeds the caster's check, its speed becomes 0 until the start of their next turn. The caster may also elect for the creature to stay still. In this case there is no check, and the creature does not move. The creature may repeat the Constitution saving throw at the end of their turn, ending the effect on a success.
Available for: Wizard

Created by

nikomeg1.

Statblock Type

Spell

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