Range: Self (15-foot cone)
You channel your blood through your Bloodhammer and unleash a devastating crimson shockwave.
You swing your Bloodhammer, releasing a massive spectral hammer made of condensed blood and magical energy.
Every creature in a 15-foot cone must make a Strength saving throw against your spell save DC.
On a Failed Save
The creature takes:
1d8 force damage + 1d6 necrotic damage
and is pushed 5 feet away from you.
On a Successful Save
The creature takes half damage and isn't pushed.
Blood Stack Enhancement
This is where the spell becomes much more interesting.
When you cast Bloodhammer's Ruin, you may expend 1 Blood Stack.
If you do, the spectral Bloodhammer becomes significantly more powerful.
Choose one:
Crushing Blow
The push increases from 5 feet → 15 feet.
If the creature collides with a solid object, it takes an additional 1d6 bludgeoning damage.
Blood Cleaver
One creature hit by the spell takes an additional 2d6 necrotic damage.
Ruinous Impact
The cone increases from:
15 feet → 20 feet
Blood Frenzy
While in Blood Frenzy, you can use Crushing Blow without expending a Blood Stack.
You still need to expend a Blood Stack for the other two options.
Critical Blood
I'd also give Bloodhammer's Ruin a special interaction with critical hits.
Ruinous Critical
If your Bloodhammer attack immediately before casting Bloodhammer's Ruin was a critical hit, the next Bloodhammer's Ruin you cast before the end of your next turn gains:
+1d8 force damage.
If you're in Blood Frenzy, it instead gains:
+1d8 force damage + 1d6 necrotic damage.
This creates a really satisfying Bloodhammer playstyle:
Critical Hit → Blood Stack → Bloodhammer's Ruin
Bloodhammer's Ruin Scaling
| Character Level | Force | Necrotic |
|---|---|---|
| 1 | 1d8 | 1d6 |
| 5 | 2d8 | 2d6 |
| 11 | 3d8 | 3d6 |
| 17 | 4d8 | 4d6 |
The Blood Stack bonus damage from Blood Cleaver remains separate.
* - (Bloodhammer)
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