Level
Cantrip
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and a wound is inflicted. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check against your spell DC, ending the effect of such wounds on it on a success.
For anyone stumbling on this, I loved the flavour and mechanic of the Sword of Wounding but found it a) a little OP with Extra Attack (you can pump out a LOT of stacks quite quickly at higher levels) and b) hard to get access to since it's a relatively high level magic item.
Making it a cantrip gives access to a fun ability while balancing it against a wider variety of builds. Only Death Domain Clerics could cause an issue here, using Reaper to hit two adjacent creatures with the same cantrip, but that's their primary ability so I don't see it as hugely problematic. You still can't stack up multiple strikes in a single round unless you were to use Quicken metamagics with a sorcerer.