The caster touches a target creature with an empty hand. One of the following effects happen:
1. Steal Life: Immediately drain the target's lifeforce. The target takes 1d4 necrotic damage, and the caster gains half that amount in hit points rounded down. If the target dies, gain 2 additional hit points. If the target's original hit points is lower than the maximum damage dealt by this spell, gain no hit points.
2. Grant Life: Immediately supply the target with lifeforce. The caster takes 1d4 necrotic damage, and the target gains half that amount in hit points rounded down.
3. Combine Life: Combining the above two features, the caster stores the stolen lifeforce instead of absorbing it. The caster must use a bonus action to pass the stolen lifeforce on to another target creature within the next minute or absorb it yourself. If not, the lifeforce dissipates. Attacks made against the caster requires you to pass a concentration check (WIS), or the effect ends. The caster does not take extra damage when transferring lifeforce this way.
A creature whose lifeforce has been stolen becomes Exhausted for one round. Undead, constructs, and elementals are not affected by this spell.
At Higher Levels: This spell's effect increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
* - (A drop of blood)
I think the spell is pretty good, but I would remove the exhaustion effect. I think that would be a little too powerful for a cantrip
Love the spell
I think you should consider adding concentration and 2-4 round duration to the second and third option of this cantrip or increase the spell level.
Yeah I think you're right. I think I'll give it the Concentration tag with a duration of 1 round, increased by 1 round at the specified levels. And I don't recall why I made it a Ritual spell. I probably considered making it a 1st-level spell at some point >_>
Even though the effect only last for a single round? I think the reason why I included the effect was to add to the narrative while giving players an opportunity to work together.
I think that 6 players/NPCs with the same cantrip could insta-kill anyone. So with that, the cantrip would be over powered. Not to say that there will easily be 6 players/NPCs with that ability, the fact that it's possible makes the cantrip over powered. Being able to use lifeforce as a resource is a great Idea and makes the cantrip powerful in it's own right, considering you can, somewhat, control health allocation within and out of combat.