Investiture of Blood

6th-level transmutation (blood) (Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range:Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your body softens and appears like crimson jelly. Until the spell ends, you gain the following benefits:

  • You are immune to poison damage and you have resistance to necrotic damage.
  • You can move through a space as narrow as 1 foot wide without squeezing.
  • Your hit point maximum can't be reduced, and you can't be grappled, paralyzed, poisoned, or restrained
  • You can use your action to expel a cloud of noxious blood mist from your sanguine body. Each creature in a 15-foot cube emanating from you must make a Constitution saving throw. A creature takes 2d10 poison damage on a failed saving throw, or half as much on a successful one. A creature that fails the save is also poisoned until the end of your next turn.