Vampiric Helm

+1 to all Saving Throws Vampiric Strike: After you've successfully drawn the blood of an enemy, the helm heals you 1d6. Can be done once and recharges on a long rest. Fear: Target a singular creature capable of understanding your threat, the target must make a Wisdom Saving throw greater than 8+STRENGTH+Proficiency. Recharges on a long rest.   While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Item type
Armor
Rarity
Unique

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