You thrust your hand out towards a hostile creature you can see within range, assailing it with a mottled tendril of death energy and draining its life force. Make a melee spell attack against the target, using your Charisma modifier for the attack roll. On a hit, the target takes 1d6 necrotic damage, and you regain a number of hit points equal to half the damage dealt. You can’t regain hit points in this way if you are above half your hit point maximum. This cantrip inflicts an additional 1d6 damage against ghosts, wraiths, or other ‘physical’ spirits, but has no effect on constructs, or creatures without a soul, such as zombies.
The spell creates more tendrils as you level. At 5th, it makes two tendrils; at 11th, it makes three; and at 17th, it makes four. The tendrils can be directed at the same target or different ones. Each tendril gets its own attack roll.
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