Level
2nd
Casting Time
1 Minute Ritual
Range/Area
30 ft.
Components
V, S, M *
Duration
8 Hours
School
Necromancy
Attack/Save
None
Damage/Effect

You invoke the powers of blood magic to transform a piece of flesh into a blood golem. The blood golems stats can be found in the homebrew monsters section of DNDBeyond. You can sacrifice any number of your hit points to grant temporary hit points to the golem. While the creature is alive, your hit point maximum is reduced by the number of temporary hit points you give it. When the golem dies or is dismissed, your hit point maximum returns to normal.

The golem has no will of its own and will follow the last order you gave it. If it has no orders, it will remain motionless except to defend itself when attacked. In combat, the golem has its own initiative. You can use your bonus action to issue a command to the golem, which it will do on its turn.

While the golem has temporary hit points, you have resistance to all damage and the golem takes half of the damage you take. As an action on your turn, you can choose to transfer 2d4 hit points from yourself to the golem.

* - (A piece of flesh and a drop of blood)

Available For: Bard (Legacy) Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

spenbeard

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