Blood Curse

Necromancy cantrip (Cleric,Pale Master,Shaman,Warlock,Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You gamble some of your own life force on a curse that bedevils your enemy but may empower you.

You can not cast this spell if you currently have less than 5 hit points. Choose a conscious living creature within range that can see or hear you. The target makes a Wisdom saving throw. If it fails, the target takes 1d4 psychic damage. You also take the same amount of psychic damage, which cannot be reduced or redirected in any way.

Before the beginning of your next turn, if the target is hit with an attack, it takes an additional 1d4 necrotic damage, and the spell ends. When this happens, you also gain temporary hit points equal to your spellcasting ability modifier plus the amount of necrotic damage the creature took.

The necrotic damage increases by an extra 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).