Bloody Smite
The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.
Classes
slugbloody-smite
higher_level
page
rangeSelf
target_range_sort0
componentsV
requires_verbal_componentsYes
requires_somatic_componentsNo
requires_material_componentsNo
material
can_be_cast_as_ritualNo
durationUp to 1 minute
requires_concentrationYes
casting_time1 bonus action
level_int1
spell_level1
schoolnecromancy
dnd_classCleric, Druid, Ranger, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/