Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic

You create a tether of shimmering energy between you and a creature you can see within range. The target must succeed on a Constitution saving throw or have its vitality subtly siphoned away. On a failed save, the target takes 1d4 necrotic damage, and you regain hit points equal to half the damage dealt (rounded up). If the target willingly fails the saving throw, the damage is reduced to 1, and you still gain the full healing.

This tether persists for the duration, allowing you to use your bonus action on subsequent turns to repeat the effect. If the target moves out of range or breaks line of sight, the spell ends.

  • The siphon’s damage increases as you gain levels:
    • At 5th level, the damage increases to 2d4.
    • At 11th level, the damage increases to 3d4.
    • At 17th level, the damage increases to 4d4.

Special:

  • Cleric: The tether glows with radiant energy, allowing the cleric to use this ability on undead targets without needing a saving throw.
  • Druid: The siphon resembles a vine or root, appearing natural and vibrant, and can also be used on plants to restore a small amount of hit

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2024 4:05:16 AM
0
0
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Coming Soon

Spell Tags: Damage

Available For: Bard Cleric Druid Paladin Sorcerer Warlock Wizard

HumanWItch

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