A 5-foot-diameter sphere of blood appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere douses objects in it's path with blood splatters.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
While keeping concentration on this spell, at the start of your turn you take 1d4 damage per spell slot level used. Damage taken in this way doesn't affect concentration and can be added to your pool of Hit Points granted to you by your Blood Infusion Feature.
(Ex: 2nd level slot = 2d4 etc.)
"Sloshing, formless yet.. An exquisite sight of piercing vessels carving a path of blood. Marvelous" - Ekodos, original sanguinar.
* - (dusting of powdered iron swirled with blood)
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