Hemomancy (5e Spell)

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Hemomancy
Transmutation cantrip
Casting time: 1 action
Range: Self
Components: S, M (a small amount of blood from an open wound on the body of the caster, consumed as part of the spell)
Duration: Instantaneous

As part of casting this spell, you must expend a hit die. Roll the hit die, subtracting your Constitution modifier from the result, and then reduce your current hit points by the result. You then create one of the following effects:

  • You form a simple or martial melee weapon of your choice that you are proficient in, or up to three pieces of ammunition. The created items are magical and made from solidified blood, and return back to liquid form after 1 round away from your hand.
  • You spray blood at a creature within 15 feet. The target creature must succeed on a Dexterity saving throw or be blinded until the end of your next turn.
  • You touch a creature that has blood and is missing hit points. The target creature regains hit points equal to the original amount rolled on the hit die.
  • You grant yourself temporary hit points equal to twice the original amount rolled on the hit die + your spellcasting ability modifier. The temporary hit points disappear once you finish a short or long rest.

If you use this spell while you are poisoned, you gain advantage on the next saving throw you make to end the poisoned condition within the next hour.

Cantrip Upgrade. You can choose to expend two hit dice to fuel this spell at level 5, three at level 11, and four at level 17. The weapons and ammunition created by the first bullet of this spell gain a +1 to attack and damage rolls made with them for each hit die expended over the first. Additionally, you can attempt to blind one additional creature for each additional hit die expended for the second bullet of this spell.

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