You conjure a ball of surging, magical lightning in your hand as it loudly crackles and chirps akin to a flock of a thousand birds. Casting this spell gives you Disadvantage on Dexterity (Stealth) checks until the start of your next turn. On a successful melee attack roll with this spell, the target takes 1d6 Lightning damage. If you move up to at least 10 feet before attacking with this spell, add 1d6 to the damage. Moving after casting this spell but before attacking with it gives Advantage to all Opportunity attacks against you.
Critical hits with this spell force targets to make a Constitution check or begin bleeding. A bleeding creature gains the Poisoned condition and takes 1d4 Necrotic damage at the start of their turn until they use their action to make a Wisdom (Medicine) check to end the condition. The Poisoned condition and Necrotic damage in this way ignore resistance or immunity if the target relies on their blood, which a bloodless target automatically succeeds the Constitution check.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Each upgrade allows you to add another 10-foot movement bonus if it's within your Speed.
At Higher Levels. You can upcast this Cantrip using spell slots. The damage increases by 1d6 for each spell slot level above 0, and the 10-foot movement bonus limit increases by 1 as well.