Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
2 Minutes
School
Necromancy
Attack/Save
None
Damage/Effect
You conjure an orb of enchanted blood that hovers 5 feet above you, following your movements. The orb has hit points equal to 10 + your spellcasting modifier and lasts for the duration, or until reduced to 0 hit points. If the orb is destroyed, the spell ends. When you cast Blood Pool, you may choose to spend up to half of your Hit Dice. Each Hit Die spent:
- Increases the orb’s hit points by the rolled value.
- Grants your next spell an additional 1d6 necrotic damage per Hit Die spent (up to +3d6).
While the orb is active, it augments your spells and rewards you for the deaths of your enemies:
- Mana Infusion: Your damaging spells deal an additional 1d6 necrotic damage per spell level (e.g., +3d6 for a 3rd-level spell).
- Blood Infusion: Upon casting, the orb grants temporary hit points equal to half your spellcasting modifier (rounded down), which you can distribute between yourself and any creatures within 30 feet.
- Slay Empowerment: Whenever a creature within 30 feet of the orb that can bleed is reduced to 0 hit points, the orb increases the damage of your next spell by 1d6 (up to a maximum of 3d6).
- Sustained Resilience: As a bonus action on your turn, you may gain 1d6 temporary hit points for each creature that can bleed within 30 feet of the orb and was reduced to 0 hit points in the previous round (up to a maximum of 3d6). These temporary hit points last for 1 minute.
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