Level
2nd
Casting Time
1 Action
Range/Area
Self (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
DEX Save
Damage/Effect
Piercing

You conjure a protective shield of coagulated blood that surrounds you, warding off attacks. For the duration, you gain temporary hit points equal to 5 + your spellcasting ability modifier.

Additionally, any creature that starts its turn within 5 feet of you and attacks you with a melee weapon or makes a melee spell attack against you takes 1d6 piercing damage as the shield's sharp edges retaliate against the assailant.

The shield remains with you for the duration or until you dismiss it as a bonus action. If you lose concentration or if the spell ends, the shield bursts, splattering blood in a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage and is covered in blood, becoming visibly tainted for the next hour. On a successful save, a creature takes half damage and isn't tainted.

 

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd. additionally for each spell level above 2nd add 1d6 piercing damage from the burst

* - (a drop of the caster's blood)

Spell Tags: Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Cleric (Legacy) - Grave Domain (Legacy) Blood Hunter - Order of the Profane Soul Druid (Legacy) - Circle of the Blighted Bard (Legacy) - College of Tragedy

Vakaran

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