5e SRD >Spells >

Red Harvest

9th-level necromancy

Classes: clerics, warlocks, and wizards.

Casting Time:1 action, 1 bonus action, and 1 reaction

Range:Self (90-foot cone)

Components:V, S


You generate a magical siphon that draws forth the blood from creatures in the affected area, which you can then feed upon to boost your vitality. Each creature in the affected area must attempt a Constitution saving throw or have its hit point maximum reduced by half (rounded down) on a failed saving throw, or reduced by one quarter (rounded down) on a success. This reduction lasts until an affected creature finish a long rest.

You regain 20 hit points for each creature that fails the saving throw against the spell, and 10 hit points for each creature that succeeds on the saving throw against the spell, gaining any hit points that would put you above your hit point maximum as temporary hit points.

  • Vanguard. The vampire is a vanguard in the war against the living in which every vampire is a soldier. It has resistance to damage from spells.
  • Keeper. The vampire is a keeper of the thirsting flame which reflects the hunger within all vampires. It is immune to fire damage and has advantage on attacks against flesh-and-blood creatures (non-undead, non-constructs) that don’t have all their hit points.
  • Deceiver. The vampire is one of the deceivers who keep the world blissfully unaware of the true scope of the vampire menace. It is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.
  • Master of the Dark. The vampire is master of the darkness in which all vampires find sanctuary. It is immune to cold damage and invisible when completely within darkness unless it chooses not to be.
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