You close wounds of a creature within range by manipulating their flesh. The creature regains a number of hit points equal to 1d12 + your spellcasting ability modifier (minimum of 1), but then must make a DC 10 Constitution saving throw, or the wound reopens dealing 1d6 necrotic damage. While the wound remains opens, the creature takes 1d6 necrotic damage at the end of each its turns. The creature can make another DC 10 Constitution saving saving throw at the end of each of its turns (before damage is dealt), closing the wound on a successful save. Alternatively, the target of the spell or another creature within 5ft of the target can close the wound as an action. This spell has no effect on creatures that don't have flesh, and damage dealt by this spell cannot be reduced in any way.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 and the damage increases by 1d6 for each slot level above 1st.
* - (needle and thread)
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