You draw upon your own lifeblood (or that of a nearby creature) to conjure a razor-sharp dagger made of crimson essence. The knife floats beside you or appears in your hand, pulsing with vitality.
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When you cast this spell, take 1d4 necrotic damage that cannot be reduced or avoided. The knife counts as a magical finesse weapon that you are proficient with. It deals 1d8 necrotic damage on a hit, and it ignores resistance to non-magical attacks.
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On a hit, you can choose to have the target bleed, taking 1d4 additional necrotic damage at the start of each of their turns (Constitution saving throw ends this effect, DC = your spell save DC).
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The knife lasts for the duration or until you let go of it (if summoned into your hand).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for every level above 1st, and the bleed damage increases by 1d4 per two levels above 1st.
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Blood Source Variants:
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Self-harming version: You always use your own HP.
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Dark version: You can instead use 1 hit point from a willing creature within 10 ft.
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Evil version: If a creature within 5 ft is bloodied (below half HP), you can extract the blade from them without hurting yourself.
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Weapon Style Variant:
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Throwing Knife Version: You can throw it as a ranged spell attack (range 30 ft), and it returns to you at the end of the turn.
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Whip of Blood Version: Instead of a dagger, it's a 10-foot lash with reach and does slashing damage instead.
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Warlock Feature Variant: If a Warlock takes this spell, they may treat it as a pact weapon, and it gains their CHA modifier as bonus necrotic damage once per turn.
* - (blood)
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