Casting Time: 1 bonus action
You inflict a wound upon yourself and sculpt the flowing, crimson blood into a blade in your free hand. The blade resembles that of a scimitar and lasts for the duration. If you let go of the blade, it splatters blood in a 5-foot radius and the spell ends. Each other creature in the radius must make a Dexterity saving or suffer 1d6 necrotic damage. You can use you action to make a melee spell attack with the crimson blade. On a hit, the target takes 4d6 necrotic damage and must succeed on a Wisdom saving throw or become frightened until the end of its next turn. While frightened by this spell, a creature must take the Dash action and move away from you by the safest route available on its turn, unless there is nowhere to move.
At Higher Levels. When you cast this spell using a spell slot of 4th level or 6th level, the damage increases by 2d6 for every two slots above 2nd.
Blood Magic: When you cast this spell, you must expend 2 hit dice plus an additional 2 hit dice for every two slots above 2nd. At the end of the duration, gain one level of exhaustion (as described in appendix A of the Player's Handbook). This level of exhaustion lasts until you finish a short rest.
* - (A pint of the caster's blood)Previous Versions
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4/17/2020 10:28:11 PM
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