Level
3rd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Necrotic

You channel the essence of your life force into another creature, healing their wounds by inflicting harm upon yourself. When you cast this spell, you take damage equal to 2d8 + your spellcasting modifier, and the creature you touch regains hit points equal to double the damage you took.

Aditionally if you have any Blood Orbs are magical constructs created through Bloodletting Feat. You can sacrifice a Blood Orb that you have generated to empower the healing by 1d4 hit points. 


At Higher Levels:

When you cast this spell using a spell slot of 4th level or higher, the damage you take increases by 1d8 for each slot level above 3rd, and the healing you provide increases proportionally.


Special Mechanics:

  • Blood Orbs:
    Blood Orbs are magical constructs created through Bloodletting Feat. You can sacrifice a Blood Orb that you have generated to empower the healing by 1d4.

  • Risk of Exhaustion:
    If you use this spell and reduce your hit points to below half your maximum, you must make a Constitution saving throw (DC 10). On a failure, you gain one level of exhaustion.

* - (A drop of your own blood.)

Available For:

seanmc-1994

Comments

Posts Quoted:
Reply
Clear All Quotes