(Activate Hemocraft must be active):
Expend 2 hit-dice or take 2d8 damage to activate this spell. After a target takes damage from one of your Hemocraft spells, you may use this spell as a reaction inflict an additional 2d8 necrotic damage. Additionally, the target must also make succeed on a Constitution saving throw or take an additional 1d4 necrotic damage for every hit they take for the next round as the newly made wounds begin to rot and continue to bleed profusely.
At Higher Levels: At even-number-spell slots starting at 2nd level, the initial damage is increased by 1d8 necrotic damage, while odd-number-spell slots starting at 3rd level will increase the secondary damage-die by an additional 1d4. At every level above 1st, you must expend an additional hit-die or take an additional 1d8 damage to activate this spell.
* - Upon hitting a target with a Hemocraft spell ** - (Caster's blood)
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