Altar of Blood
You summon forth an altar of revitalizing blood. Pay 15 hit points to conjure forth the altar at designated point you can see within range. The altar takes up a 5ft space. It is resistant to Slashing, Bludgeoning, Piercing from Non-Magical Weapons and resistant to fire damage. It is immune to Poison, Psychic and Necrotic Damage. It has hit points equal to twice the amount of hit points you sacrificed to summon it. It has a movement speed of 0ft. When the alter reaches 0 hp it disappears. When the altar appears successfully, designate up to 10 creatures within range that can use the altar. A designated creature may use a bonus action to channel an effect from the altar while within 5 ft of it.
Designated creatures may channel the alter and gain a specific effect. The alter loses a specific amount of hit points depending on what effect is used.
- You may take hit points from the alter and add them to your own. The altar loses the same amount of hit points you heal. (1-altar hp)
- You become quicker with blood and gain advantage on your next ability check or saving throw. (5 hit points)
- You become emboldened by this new power, the next time you take the attack action, you may make one additional attack. If you use this feature of the alter, you gain 1 level of exhaustion after 1 minute. (10 hit points)
Side/Secondary Effects
When you cast this spell using a spell slot of 3rd level or higher, the hp you pay to summon the alter increased by 5 for each level above 2nd.
Material Components
V,S,M (The Blood you sacrifice as part of the casting, and a clay model of the altar worth 75 gp)
Related School
Hemomancy
Effect Duration
10 minutes
Effect Casting Time
1 Action
Range
60 ft
Level
2nd
Applied Restriction
Artificer, Bard, Cleric, Paladin, Warlock
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