You invoke an unnerving display of ancient magiks, losing yourself in the dance and song of witches. As part of concentrating on this spell, you invoke hemomancy by cutting yourself on the arms and torso with the bladed weapons. For every round you concentrate on this spell, you take 1 point of damage, though this does not require you to make a concentration check. You may choose one of the following effects per turn:
As an action you may:
- Cause every creature within 5 feet (or 10 if your weapon has reach) to make a Dexterity saving throw against your spell DC, taking three times your weapon’s damage on a failed save, half on a success (e.x. Greatsword=6d6)
- Create a wave of fear that affects every enemy within 30 feet of you. Creatures that have immunity to fear are still affected due to the sheer unnerving energy radiating off of you, instead making the save with advantage.
As a bonus action, you may teleport up to 15 feet to an unoccupied space you can see. As a reaction, you can invoke the prophetic abilities of some hags and witches. When a creature makes an ability check, attack roll, or saving throw, you may impose advantage or disadvantage on that roll.
* - (One or two bladed weapons and a brew made of water, wine, and a drop of the caster’s blood, imbibed at the beginning of the spell)
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