Bloodquake

2nd-level necromancy (hemorrhage)

Classes druid, sorcerer, warlock, wizard

Casting Time 1 action

Range Self (10-foot radius)

Components V,S

Duration: Instantaneous

Hemorrhage Trait A spell with the hemorrhage trait have an effect below the expectations of the spell’s level, but this effect increases if the caster is bleeding when the spell is cast. You are bleeding if you aren’t at a full hit points and you’ve taken piercing or slashing damage in the past hour. The spell description designates these effects with “If you are bleeding…” before presenting the additional effects. To gain greater control of their bleeding, casters who dabble in blood magic often learn the bit of blood cantrip and use it to ensure the steady stream of blood necessary to empower their spells. That such spellcasters would so carelessly spill their own blood for more powerful magic makes them seem reckless in many people’s eyes.

You send out waves of energy that cause blood to violently shake. Each creature other than you in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage. Bloodsucking creatures (like stirges) that are attached to any creature in the area are automatically detached, regardless of whether they are otherwise affected by the spell.

If you are bleeding, increase the damage of this spell to 2d8, and a creature that fails its save also automatically fails Strength and Dexterity saving throws for 1 round.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd (or, if you are bleeding, by 1d8 for each spell slot above 2nd).

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