Allowing your blood to flow between your fingers, like weaving veins of blood, you wave at your target and their body flushes visibly. The pressure in their veins building until they burst, leaving the blood to spill from any orifice possible. Blood running from their eyes, nose, ears, mouth, and even from the pores in their skin, unless even that breaks open from the pressure as blood bursts out from within, tearing everything open as their blood escapes them and becomes a part of you.
You take Necrotic damage equal to twice your Charisma modifier; this damage cannot be reduced or prevented by resistance or immunity to Necrotic damage. You chose a target you can see within range, they have to make a Constitution saving throw against your spell save DC. They suffer 10d10 Bludgeoning damage on a failed save, ignoring resistance or immunity as the pressure in their veins burst them from within, or half that on a successful save.
Whether they save or not, they will still bleed for an additional 3d6 Necrotic damage at the start of their turn for the next 5 turns. The bleeding can only be stopped if magical healing is used on them. If the target dies while bleeding from this spell you will gain hit points equal to the remaining bleeding damage. Any hit points you gain in excess of your maximum hit points will be converted to temporary hit points that remain until you finish your next Long Rest.
If you choose, you can sacrifice more of your blood to increase the build up in pressure. Taking 1d6 Necrotic damage in exchange for adding 1d10 Bludgeoning damage. You can do this up to a maximum of five times.
This spell has no effect on constructs or creatures that don't have blood.
Using a Higher-Level Spell Slot. The number of creatures you can target increase by 1 for each spell slot level above 5.
* - (your freshly spilled blood, or a melee weapon with the Light property)Previous Versions
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