Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
Components
S *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect

Creating this blood etch is a risky but rewarding move. Upon creating the blood etch you gain a 1d8 die to use on your next damage roll, +4 for your attack roll, and you also suffer from 10 different effects but mostly bad. In order to use the cantrip again you have to take a long rest.

If you are knocked unconscious by casting it you must make a Intelligence Disadvantage Roll during combat.

Roll a 1d10 during casting it then apply one of the following 10 effects.

> Blindness for the duration of combat or up-to 5 hours
> 50% of total hp taken away
> 25% more damage taken for 15 hours
> Knock you unconscious
> Apply 2 hits of the stamina thing
> Disable your magic for the duration of combat or until a short rest
> Decreases your walking speed by 15
> Nothing
> It Backfires
> A Random Spell is cast

* - (Any Sharp Object)

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2019 12:12:06 AM
20
1
1
Coming Soon

Available For: Cleric (Legacy) - Life Domain (Legacy) Sorcerer (Legacy) - Draconic Bloodline (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

Redmoogle

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