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## Level 2 spells #### Blood Barrier *2nd-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self (15 foot cube) - **Components:** V, S - **Duration:** Up to 1 minute. ___ You sacrifice some of your life essence and evoke a shimmering sanguine shield. Roll 2d12. Your maximum hit points and current hit points are reduced by up to this number (you choose). You gain a barrier that has hit points equal to this number. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage. Additionally, a tide of crimson blood streaks outwards, transfixing creatures in your proximity. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d12 necrotic damage. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, roll an additional d12 for each slot level above second. #### Claws of Velsharoon *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a sliver of bone held in each hand) - **Duration:** Concentration, up to 1 minute. ___ You crush the bones in each hand and your arms swell, permeated with dark veins with sharp bones jutting out from your fists. You make a series of 3 melee spell attacks at a creature within range. At the end of your turn the creature takes 1d8 piercing damage for each hit. You can use your action to expend one of your hit die and repeat these attacks on a consecutive turn. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the number of attacks you make increases by one for each slot level above second. \columnbreak #### Dark Javelin *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S, M (a quiver) - **Duration:** Concentration, up to 10 minutes. ___ You summon 3 barbed harpoons, constructed from intricate black steel. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target a within range. Make a ranged spell attack. On a hit, the creature takes 4d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them. A creature's speed is reduced by 20 if a harpoon is lodged in them. The target can use its action to pull any number of harpoons out, taking an additional 2d6 necrotic damage for each harpoon. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second. #### Dissociative Strike *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** S, M (any weapon) - **Duration:** Instantaneous ___ The next time you make a melee weapon attack you can instead swing into the air in front of you and project the attack forward. Each creature within a 5-foot-wide 30-foot-long line, emanating from you, must make a Dexterity saving throw starting from the creature closest to you. The first creature that fails takes 2d10 force damage and the damage of your attack as if you had hit. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for each slot level above second.
> ##### Rule Clarification: > > For those wondering what the point of Blood Barrier is: realize that as written, temporary hit points do not help with concentration checks. The utility in Blood Barrier mostly comes from the fact that, like Wizard's arcane ward, this spell means you do not need to make concentration checks from damage until the spell ends.
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