Provoke (5e Spell)

You choose a creature within 60 that can see you. You produce bright red colors and loud noises provoking the target to single you out. The target then must succeed on a Charisma saving throw or be affected by the spell. An affected creature cannot target its attacks on anyone but you. Every time the affected creature is hit by a creature other than you, he makes a Wisdom saving throw at disadvantage. The DC for the save is your spell DC minus half the damage taken. Upon success, the spell ends.

Provoke
2nd-level Enchantment
Casting time: 1 bonus-action
Range: 60 feet
Components: red flag and an air horn
Duration: Concentration, up to 1 minute

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you can choose one additional target for every level above 2nd.

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