Blood flows toward your palm and form a small ball as you channel arcane energy into it and a bolt of blood shoots at your target. As you pierce your target, a stream of blood returns to you.
You take Necrotic damage equal to your Charisma modifier; this damage cannot be reduced or prevented by resistance or immunity to Necrotic damage. Chose one target you can see within range and make a ranged spell attack against the target. On a hit, the target takes Necrotic damage equal to 1d8 + your Charisma modifier, and you gain hit points equal to the damage dealt. 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 the target dies from the damage, you gain hit points equal to the functional damage (no overkill bonus).
If the creature you target is a Construct or does not have blood, the spell has no effect and the spell slot is wasted.
Cantrip Upgrade. The damage on a hit increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
* - (your freshly spilled blood, or a melee weapon with the Light property)Previous Versions
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Coming Soon
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