Level
7th
Casting Time
1 Reaction *
Range/Area
Self (15 ft. *)
Components
V
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CHA Save
Damage/Effect
Necrotic (...)

You are reduced to 1 hit point instead of 0, straddling the line between life and death using magic. Also, you gain temporary hit points equal to half your maximum hit points which disappear when the spell ends. While the spell lasts, you appear translucent, flickering with spectral energy, and you also gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage dealt from nonmagical weapons.
  • You have a flying speed equal to twice your walking speed, and you can hover. You can also use a bonus action on your turn to teleport up to 30 feet to an unoccupied space that you can see.
  • Enemies have disadvantage on weapon attacks made against you, and you make all saving throws with advantage except Charisma saving throws, which you make with disadvantage.
  • On your turn, you can use your action to make a melee spell attack with a reach of touch against one creature that you can see. On a hit, that creature takes 10d6 damage.
  • On your turn, you can use your action to burst with energy from within your soul, forcing all creatures within 15 feet of you to make a Charisma saving throw. On a failure, a creature takes 6d6 damage.

The type of this spell's damage is determined by your alignment: if you are Good, it deals radiant damage; if you are Evil, it deals necrotic damage; if you are Neutral you choose necrotic or radiant when you cast the spell.

* - which you take when you are reduced to 0 hit points but before you are unconscious

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2023 3:57:20 AM
701
200
1.0
Coming Soon

Spell Tags: Teleportation Damage Buff Movement Utility Warding

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

BenevolentEvil

Comments

Posts Quoted:
Reply
Clear All Quotes