The next time you hit a creature with a melee weapon
attack during the spell's duration, your weapon pulses
with a dull, red light and the attack deals an extra 1d6
necrotic damage to the target. At the start of each of
its turns until the spell ends, the target must make a
Constitution saving throw. On a failed save, it takes
1d6 necrotic damage, it bleeds profusely from the
mouth, and it can't speak intelligibly or cast spells
with a verbal component. On a successful save, the
spell ends. lf the target or an ally within 5 feet of it
uses an action to tend the wound with a successful
Wisdom (Medicine) check against your spell save DC
or the target receives magical healing, the spell ends. |