Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M *
Duration
5 Rounds
School
Necromancy
Attack/Save
None
Damage/Effect

You tap into your own life force, sacrificing your vitality to gain unpredictable power. When you cast this spell, you take 1d4 damage, which cannot be reduced or avoided. After taking damage, roll a d6 to determine which effect occurs:

  1. Sanguine Strength: Gain advantage on your next Strength-based attack or Strength check.
  2. Blood Rush: Gain +10 feet of movement speed for the spell’s duration.
  3. Crimson Focus: Gain +1 bonus to spell attack rolls and saving throw DCs for the spell’s duration.
  4. Vital Surge: Regain d4 hit points.
  5. Bloody Resilience: Gain resistance to all non magic damage for the spell’s duration.
  6. Frenzied Fury: Gain +1 bonus to all attack rolls for the spell’s duration, but your movement speed is reduced by 5 feet.

The damage and effects scale at higher levels:
5th level: Self-damage increases to 2d4, and you roll 2d6 for two effects.
11th level: Self-damage increases to 3d4, and you roll 3d6 for three effects.
17th level: Self-damage increases to 4d4, and you roll 4d6 for four effects.

 

* - (your blood, a dagger)

Available For: Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard

KILLERMIND495

Comments

Posts Quoted:
Reply
Clear All Quotes